













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. 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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. 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 Exploration |
Sex | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 50 / 631% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 10 on the 17th Retaking 124th year of Ascendancy at 10:14 / 66Killed by multi-hued drake at level 14 on the 31st Retaking 124th year of Ascendancy at 13:06 Killed by multi-hued drake at level 14 on the 31st Retaking 124th year of Ascendancy at 14:50 Killed by luminous horror at level 14 on the 31st Retaking 124th year of Ascendancy at 18:21 Killed by luminous horror at level 14 on the 31st Retaking 124th year of Ascendancy at 19:53 Killed by luminous horror at level 14 on the 31st Retaking 124th year of Ascendancy at 22:20 Killed by luminous horror at level 14 on the 31st Retaking 124th year of Ascendancy at 23:35 Killed by luminous horror at level 14 on the 32nd Retaking 124th year of Ascendancy at 00:53 Killed by luminous horror at level 14 on the 32nd Retaking 124th year of Ascendancy at 02:28 Killed by gigantic corrosive tunneler at level 16 on the 33rd Retaking 124th year of Ascendancy at 15:13 Killed by Grgglck the Devouring Darkness at level 16 on the 33rd Retaking 124th year of Ascendancy at 22:54 Killed by Grgglck the Devouring Darkness at level 16 on the 34th Retaking 124th year of Ascendancy at 00:14 Killed by Grgglck's Tentacle at level 16 on the 34th Retaking 124th year of Ascendancy at 01:55 Killed by Grgglck's Tentacle at level 16 on the 34th Retaking 124th year of Ascendancy at 03:01 Killed by Unugh the human at level 23 on the 32nd Revenge 124th year of Ascendancy at 16:32 Killed by Xadavea the umbral horror at level 23 on the 45th Revenge 124th year of Ascendancy at 09:47 Killed by Xadavea the umbral horror at level 23 on the 45th Revenge 124th year of Ascendancy at 11:05 Killed by Xadavea the umbral horror at level 23 on the 45th Revenge 124th year of Ascendancy at 12:18 Killed by orc necromancer at level 24 on the 47th Revenge 124th year of Ascendancy at 06:54 Killed by orc necromancer at level 24 on the 47th Revenge 124th year of Ascendancy at 08:06 Killed by Mayelebeth the Guardian at level 24 on the 47th Revenge 124th year of Ascendancy at 09:33 Killed by Adoyawen the Guardian at level 24 on the 47th Revenge 124th year of Ascendancy at 13:26 Killed by Elaba the Guardian at level 25 on the 47th Revenge 124th year of Ascendancy at 17:57 Killed by Elaba the Guardian at level 25 on the 47th Revenge 124th year of Ascendancy at 19:40 Killed by Elaba the Guardian at level 25 on the 47th Revenge 124th year of Ascendancy at 21:23 Killed by Adyrille the Guardian at level 25 on the 48th Revenge 124th year of Ascendancy at 02:35 Killed by Porabeth the Guardian at level 25 on the 48th Revenge 124th year of Ascendancy at 08:31 Killed by orc high pyromancer (subdued) at level 33 on the 3rd Dearth 124th year of Ascendancy at 02:13 Killed by Eridi the shalore at level 33 on the 14th Dearth 124th year of Ascendancy at 23:09 Killed by High Sun Paladin Aeryn at level 33 on the 17th Dearth 124th year of Ascendancy at 01:43 Killed by High Sun Paladin Aeryn at level 33 on the 17th Dearth 124th year of Ascendancy at 03:53 Killed by Aerekira the sunwall vindicator at level 35 on the 19th Dearth 124th year of Ascendancy at 21:37 Killed by Aerekira the sunwall vindicator at level 35 on the 19th Dearth 124th year of Ascendancy at 23:03 Killed by High Sun Paladin Aeryn at level 36 on the 21st Dearth 124th year of Ascendancy at 12:11 Killed by High Sun Paladin Aeryn at level 36 on the 21st Dearth 124th year of Ascendancy at 13:38 Killed by Lasha the shalore at level 41 on the 2nd Loss 124th year of Ascendancy at 13:03 Killed by Nektosh the One-Horned at level 41 on the 19th Loss 124th year of Ascendancy at 00:14 Killed by steam giant berserker at level 47 on the 18th Destruction 124th year of Ascendancy at 00:36 Killed by titan battlesmasher at level 50 on the 34th Destruction 124th year of Ascendancy at 18:22 Killed by Sher'Tul High Priest at level 50 on the 35th Destruction 124th year of Ascendancy at 09:44 Killed by Sher'Tul High Priest at level 50 on the 35th Destruction 124th year of Ascendancy at 11:19 Killed by spiked tentacle at level 50 on the 35th Destruction 124th year of Ascendancy at 13:49 Killed by Sher'Tul High Priest at level 50 on the 35th Destruction 124th year of Ascendancy at 16:02 Killed by Sher'Tul High Priest at level 50 on the 35th Destruction 124th year of Ascendancy at 18:09 Killed by Sher'Tul High Priest at level 50 on the 35th Destruction 124th year of Ascendancy at 20:17 Killed by Sher'Tul High Priest at level 50 on the 35th Destruction 124th year of Ascendancy at 22:03 Killed by spiked tentacle at level 50 on the 35th Destruction 124th year of Ascendancy at 23:12 Killed by Sher'Tul High Priest at level 50 on the 36th Destruction 124th year of Ascendancy at 00:58 Killed by Sher'Tul High Priest at level 50 on the 36th Destruction 124th year of Ascendancy at 03:00 Killed by spiked tentacle at level 50 on the 36th Destruction 124th year of Ascendancy at 04:38 Killed by Sher'Tul High Priest at level 50 on the 36th Destruction 124th year of Ascendancy at 06:55 Killed by spiked tentacle at level 50 on the 36th Destruction 124th year of Ascendancy at 09:54 Killed by Sher'Tul High Priest at level 50 on the 36th Destruction 124th year of Ascendancy at 14:05 Killed by Sher'Tul High Priest at level 50 on the 36th Destruction 124th year of Ascendancy at 15:56 Killed by Sher'Tul High Priest at level 50 on the 36th Destruction 124th year of Ascendancy at 17:34 Killed by spiked tentacle at level 50 on the 36th Destruction 124th year of Ascendancy at 19:13 Killed by eyed tentacle at level 50 on the 36th Destruction 124th year of Ascendancy at 21:02 Killed by Sher'Tul High Priest at level 50 on the 36th Destruction 124th year of Ascendancy at 22:18 Killed by spiked tentacle at level 50 on the 37th Destruction 124th year of Ascendancy at 00:19 Killed by spiked tentacle at level 50 on the 37th Destruction 124th year of Ascendancy at 01:40 Killed by Sher'Tul High Priest at level 50 on the 37th Destruction 124th year of Ascendancy at 03:48 Killed by spiked tentacle at level 50 on the 37th Destruction 124th year of Ascendancy at 05:17 Killed by Sher'Tul High Priest at level 50 on the 37th Destruction 124th year of Ascendancy at 08:00 Killed by spiked tentacle at level 50 on the 37th Destruction 124th year of Ascendancy at 09:25 Killed by Elhren the shalore at level 50 on the 7th Retaking 125th year of Ascendancy at 13:13 Killed by Islata at level 50 on the 7th Retaking 125th year of Ascendancy at 13:19 |
Primary Stats
Strength | 35 (base 29) |
Dexterity | 61 (base 60) |
Constitution | 61 (base 60) |
Magic | 9 (base 10) |
Willpower | 6 (base 10) |
Cunning | 76 (base 60) |
Resources
Life | 1257/1257 |
Steam | 100/100 |
Healing Factor | 1.3349470706755 |
Regeneration | 0.33373676766887 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +124.07034185902% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Invisible | 11 |
Offense: Mainhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 61%( 70%) |
Physical | + 15%( 70%) |
Cold | + 7%( 70%) |
All | 0%( 70%) |
Darkness | + 64%( 70%) |
Light | -13%( 70%) |
Temporal | + 45%( 70%) |
Nature | -13%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Willpower 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 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -334 life. The duration and life will increase by 1% for every 1% life you have lost (currently 334 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Parasite | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
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 |
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 0/8 yetis. | active |
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
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+7 eff.) Mind save -7 (-6 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Against +15% Humanoid +15% Giant other ------- 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! |
On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
Light source | ![]() 1.0 Encumbrance T5 lite [Ego++] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +4 (+4 eff.) defense ------ Resistance +7% blight +6% temporal +10% darkness +7% cold Out-of-Phase Defense +16 Out-of-Phase Resistance +15% Out-of-Phase Resilience +22% other ------- Light +5 Infravision +6 See Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 30 blight damage or heals 44 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+8 eff.) Resistance +15% physical Physical save +40 (+12 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.5 Power cost 60 out of 4/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 48 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
In off hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Inventory
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+14 eff.) Steampower +40 (+13 eff.) Spellpower +40 (+23 eff.) Mindpower +40 (+17 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 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- 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 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +2 Dex +8 Mag +9 Cun +3 Con offense ------ Physical Power +19 (+7 eff.) Spellpower +20 (+13 eff.) Mindpower +20 (+10 eff.) Spellpower/crit +4 On-Hit 30 physical On-Ranged-Hit 20 physical Damage +18% lightning +8% all Ignore resists +15% physical Accuracy +10 (+4 eff.) On-Hit (Melee): * 19% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 19% chance to reduce all saves and defense by 19 defense ------ Resistance +36% lightning other ------- Hate-on-crit +3.00 Max hate +13.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +5 Mag offense ------ Spellpower +15 (+11 eff.) On-Hit 5 physical On-Ranged-Hit 16 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 19 other ------- Hate-on-crit +2.00 Max hate +11.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Mind save +5 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun offense ------ On-Hit 7 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 19 other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +11 (+4 eff.) Ignore Armor +14 defense ------ Defense +11 (+5 eff.) Resistance +8% nature +9% blight Poison Resist +18% Disease Resist +14% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +22.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+2 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Wil 20 [Unique] Psionic/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 27.00 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+5 eff.) Mindpower +15 (+7 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Master While equipped: Stats +5 Dex +5 Cun +6 Lck offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +5 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +8 Defense +11 (+5 eff.) Resistance +3% cold +2% physical Stealth +16 other ------- Disarm Traps +9 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +6 Wil offense ------ Damage +6% temporal Ignore resists +25% blight Against +22% Summoned When Hit 4 fire defense ------ Resistance +12% temporal Resist Against +24% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck defense ------ Stealth +10 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Arcane While equipped: defense ------ Armor +7 Create a temporary shield that absorbs 212 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+2 eff.) defense ------ Defense +10 (+4 eff.) Physical save +10 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 154 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +11% nature +11% blight Life Regen +3.00 Healmod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +3 (+3 eff.) Damage +11% acid defense ------ Resistance +16% acid +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +13% acid defense ------ Resistance +19% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +6% nature defense ------ Armor +4 Fatigue +3% Life Regen +4.00 Healmod +10% Disease Resist +20% Cut Resist +20% Disarm Resist +10% Stun Resist +10% Teleport Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Mag +4 Wil +2 Con offense ------ Damage +6% mind Ignore resists +10% mind +25% arcane defense ------ Armor +4 Fatigue +3% Silence Resist +31% Confus Resist +28% Stun Resist +29% Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% darkness Ignore resists +10% cold Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% lightning +6% cold +6% mind Physical save +7 (+3 eff.) Mind save +7 (+4 eff.) Disarm Resist +20% Confus Resist +20% other ------- Talents +1 Sand Shredder 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. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) On-Hit 5 physical Damage +4% physical Accuracy +4 (+2 eff.) Ignore Armor +8 defense ------ Armor +7 Fatigue +3% Resistance +6% blight Spell save +11 (+5 eff.) 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 physical Damage +5% physical Accuracy +19 (+7 eff.) defense ------ Armor +8 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +5% arcane Accuracy +6 (+2 eff.) defense ------ Armor +2 Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +22% 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. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +6% Resistance +10% darkness other ------- 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. |
![]() 9.0 Encumbrance T4 light armor [Rare] Master While equipped: offense ------ Physical Crit +7.0% Damage +21% nature +6% fire Ignore resists +10% light Ignore Armor +13 When Hit 2 nature 6 lightning defense ------ Armor +7 Defense +23 (+9 eff.) Fatigue +8% Resistance +6% nature +6% lightning other ------- Stamina/turn +1.10 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 47 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+16 eff.) defense ------ Armor +50 Defense +40 (+14 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+10 eff.) Spell save +35 (+17 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 2.0 Encumbrance 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. |
![]() 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(40 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind other ------- Light +5 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 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +7 (+3 eff.) Healmod +12% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 Encumbrance 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 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 255/400 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. |
![]() 3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Arcane/Master Weapon Damage 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 21 On Hit: 20% Curse of Impotence 4 On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold 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 Islata the Orc Gunslinger level 10
19th Retaking 124th year of Ascendancy at 09:02 see stats
By Islata the Orc Gunslinger level 30
49th Pain 124th year of Ascendancy at 21:33 see stats
By Islata the Orc Gunslinger level 13
24th Retaking 124th year of Ascendancy at 00:10 see stats
By Islata the Orc Gunslinger level 29
47th Pain 124th year of Ascendancy at 03:00 see stats
By Islata the Orc Gunslinger level 43
44th Loss 124th year of Ascendancy at 11:31 see stats
By Islata the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 06:00 see stats
By Islata the Orc Gunslinger level 20
38th Retaking 124th year of Ascendancy at 20:26 see stats
By Islata the Orc Gunslinger level 30
48th Pain 124th year of Ascendancy at 03:36 see stats
By Islata the Orc Gunslinger level 40
24th Dearth 124th year of Ascendancy at 03:49 see stats
By Islata the Orc Gunslinger level 50
31st Destruction 124th year of Ascendancy at 11:22 see stats
By Islata the Orc Gunslinger level 50
36th Remembrance 125th year of Ascendancy at 14:56 see stats
By Islata the Orc Gunslinger level 50
31st Destruction 124th year of Ascendancy at 12:48 see stats
By Islata the Orc Gunslinger level 33
3rd Dearth 124th year of Ascendancy at 18:00 see stats
By Islata the Orc Gunslinger level 29
47th Pain 124th year of Ascendancy at 06:59 see stats
By Islata the Orc Gunslinger level 50
35th Destruction 124th year of Ascendancy at 01:13 see stats
By Islata the Orc Gunslinger level 50
37th Destruction 124th year of Ascendancy at 10:54 see stats
By Islata the Orc Gunslinger level 36
21st Dearth 124th year of Ascendancy at 15:13 see stats
By Islata the Orc Gunslinger level 50
37th Destruction 124th year of Ascendancy at 21:05 see stats
By Islata the Orc Gunslinger level 43
45th Loss 124th year of Ascendancy at 03:10 see stats
By Islata the Orc Gunslinger level 19
38th Retaking 124th year of Ascendancy at 19:46 see stats
By Islata the Orc Gunslinger level 50
7th Retaking 125th year of Ascendancy at 13:19 see stats
By Islata the Orc Gunslinger level 41
19th Loss 124th year of Ascendancy at 00:14 see stats
Log
Islata loses sight!
Something hits Islata for 546 light damage.
Something hits Islata for 75 light damage.
Islata is recovering from the damage!
Something hits Islata for 189 light damage.
Something hits Islata for 24 darkness damage.
Something hits Islata for 97 light damage.
Something hits Islata for 17 darkness damage.
Islata is afflicted by a decrepitude disease!
Something hits Islata for 157 blight damage.
Something hits Islata for 4 darkness damage.
Decrepitude Disease from Elhren the shalore hits Islata for 19 blight damage.
Something hits Islata for 114 light damage.
Something hits Islata for 20 darkness damage.
Something hits Islata for 138 darkness damage.
Islata the level 50 orc gunslinger was darkened to death by Elhren the shalore on level 1 of Ambush!.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Islata!
Saving game...
Saving done.
Islata wears: Liquid Metal Cloak (20 def, 10 armour).
Islata can not wear (main armor): Monolith Armour (40 def, 50 armour) (not enough stat).
Islata roars triumphantly.
Personal New Achievement: Utterly Destroyed (Exploration mode)!