Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Psyshot |
Level / Exp | 50 / 1729% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 34 on the 30th Pyre 123rd year of Ascendancy at 15:58 6 / 2Killed by LITTLE BLASTER MAN at level 50 on the 52nd Haze 123rd year of Ascendancy at 13:27 |
Antimagic | Follower |
Primary Stats
Strength | 61 (base 15) |
Dexterity | 106 (base 60) |
Constitution | 79 (base 29) |
Magic | 31 (base 10) |
Willpower | 102 (base 60) |
Cunning | 143.6 (base 63) |
Resources
Life | 1841/1841 |
Steam | 100/100 |
Equilibrium | 77 |
Psi | 147/222 |
Healing Factor | 1.4168020097747 |
Regeneration | 38.658159282707 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 18 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 129 |
Accuracy | 90 |
Crit Chance | 114% |
APR | 45 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 89 |
Crit Chance | 87% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 90 |
Crit Chance | 59% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Blight | +33% |
Physical | +99% |
All | +8% |
Lightning | +23% |
Light | +28% |
Temporal | +17% |
Darkness | +27% |
Fire | +66% |
Nature | +63% |
Offense: Damage Penetration
Lightning | +48% |
Darkness | +41% |
Blight | +20% |
Physical | +40% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 33 (53.292302510663%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 35 |
Mental Save | 54 |
Defense: Resistances
Blight | + 35%( 70%) |
Physical | + 41%( 70%) |
Cold | + 70%( 70%) |
All | + 33%( 70%) |
Darkness | + 43%( 70%) |
Light | + 44%( 70%) |
Temporal | + 41%( 70%) |
Fire | + 56%( 70%) |
Lightning | + 60%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Poison Resistance | 100% |
Blind Resistance | 43% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 69% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse 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 13.1 steam per turn. Can be activated for an instant burst of 66 steam. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 733 life over 5 turns. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Breguleg (0 def, 5 armour) Breguleg (0 def, 5 armour) 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +7 Con dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +7% physical Melee Ret 2 arcane ----- def ----- Armour +5 Fatigue +3% Resists +10% lightning +10% cold +11% temporal +11% fire Phys.save +17 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.mana +20.00 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | barbed pouch of voratun shots of annihilation (2/18, 70-85 power, 13 apr) barbed pouch of voratun shots of annihilation (2/18, 70-85 power, 13 apr) 3.0 T5 shot ammo [Ego++] Master Power 70.5 - 84.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +13 Crit +31.0% Capacity 18 Proj.spd +200% On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | nightwalker's dwarven lantern of health nightwalker's dwarven lantern of health 1.0 T5 lite [Ego+] Nature While equipped: Stats +7 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +9 (+1 eff.) Dmg.mod +20% light ----- def ----- Max.HP +80.00 ---------- misc Light +10 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Pyrefame (4 def, 0 armour) Pyrefame (4 def, 0 armour) 2.0 T5 head armor [Rare] Master While equipped: Stats +4 Str +6 Dex +12 Wil +4 Con dps ---------- Phys.crit +6.0% Dmg.mod +18% physical +24% fire Res.pen +26% physical Acc +40 (+8 eff.) ----- def ----- Defense +4 (+1 eff.) Phys.save +17 (+5 eff.) ---------- misc Stam/turn +3.13 Light +7 A pointy cloth hat, very wizardly... |
On hands | Steam Powered Gauntlets (0 def, 13 armour) Steam Powered Gauntlets (0 def, 13 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +13 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | Lightningsteel the voratun torque of gale force [power 450] (15 cooldown) Lightningsteel the voratun torque of gale force [power 450] (15 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Cun +6 Str dps ---------- Phys.crit +4.0% Crit.mult +20.69% Res.pen +15% lightning Apr +10 ----- def ----- Resists +18% cold Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 896 physical damage Puts all charms on 15 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Dusksaw Dusksaw0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.crit +3.0% Crit.mult +21.07% Dmg.mod +15% physical Res.pen +25% darkness Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +17 (+4 eff.) Phys.save +20 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
On fingers | stralite ring 'Airkin' stralite ring 'Airkin'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +12 Wil dps ---------- Mind.crit +7% Crit.mult +20.69% Dmg.mod +15% lightning Res.pen +15% mind ----- def ----- Resists +9% fire Mind.save +14 (+5 eff.) Max.HP +44.00 Disarm- +44% Pinning- +44% Knockbk- +44% ---------- misc Max.psi +30.00 Rings make your fingers look great! |
Around neck | gold amulet 'Zuballe' gold amulet 'Zuballe'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +4 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +3% blight +16% light +14% darkness Max.HP +80.00 HP.reg +2.00 Blind- +43% Disease- +20% ---------- misc Stam/turn +0.30 Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
In main hand | Saligakira the Purelord Saligakira the Purelord 4.0 T4 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +16 acid On Hit: * flashes light on your target dealing 174 damage Uses 2.0 Steam While equipped: Stats +12 Str +4 Dex +12 Mag +8 Wil +7 Cun +9 Con dps ---------- Phys.crit +9.0% Crit.mult +15.00% Phys.pwr +9 (+1 eff.) Dmg.mod +9% nature Acc +9 (+2 eff.) Melee Ret 6 nature On Hit (Ranged): * 20% chance to slow global speed by 76% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Flashwalker the drakeskin leather belt Flashwalker the drakeskin leather belt |
In off hand | Getybar (13-14 power, 32 apr, nature damage) Getybar (13-14 power, 32 apr, nature damage) 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +21 blight On Hit: * flashes light on your target dealing 174 damage While equipped: Stats +10 Dex +7 Cun +3 Con dps ---------- Mind.crit +4% Crit.mult +57.07% Phys.pwr +15 (+3 eff.) Mind.pwr +8 (+1 eff.) Res.pen +20% blight ---------- misc Mana/turn +0.24 Max.mana +80.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Abyssblood (4 def, 15 armour) Abyssblood (4 def, 15 armour) 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +20.69% Dmg.mod +21% physical +9% fire ----- def ----- Armour +15 Defense +4 (+1 eff.) Resists +30% lightning +11% physical +29% cold Die.at -82.75 life Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Gloruwen' (0 def, 0 armour) elven-silk robe 'Gloruwen' (0 def, 0 armour) 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +6 Con dps ---------- Spell.crit +2% Mind.crit +5% Crit.mult +20.00% Mind.pwr +9 (+2 eff.) S.pwr/crit +4 Dmg.mod +19% darkness +9% temporal +21% nature +30% physical Res.pen +16% darkness +14% physical ----- def ----- Resists +15% all HP.reg +10.00 Poison- +119% Disease- +111% Cut- +70% ---------- misc Hate/m.crit +5.00 Psi/m.crit +3.00 Max.mana +80.00 Max.hate +15.00 Max.vim +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Invulnerability Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant of the duelist (efficiency 174% / cooldown 73%) medical injector implant of the duelist (efficiency 174% / cooldown 73%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 73%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 177% / cooldown 63%) medical injector implant of the psychic (efficiency 177% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 177% efficiency and cooldown mod of 63%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 753; 14 cd) regeneration infusion of the psychic (heal 753; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 753 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Acid Groove 5 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Air Recycler 6 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Alchemist's Helper 5 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell 4 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement 4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support 2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell 2 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell 3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge 2 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field 3 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Explosive Shell 9 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor 3 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve 5 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell 2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flash Powder 5 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens 5 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve 5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fungal Web 5 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap 2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon 2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Headlamp 6 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Healing Salve 6 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Iron Grip 4 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder 3 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Kinetic Stabiliser 8 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil 2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Magnetic Shell 7 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mana Coil 5 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator 4 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Moss Tread 7 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Pain Suppressor Salve 7 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove 4 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge 6 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rocket Boots 5 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Saw Shell 8 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree 4 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spike Attachment 4 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Steamgun 10 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw 6 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Thunderclap Coating 7 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Unstoppable Force Salve 6 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun 3 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve 4 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof Coating 5 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge 3 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
voratun amulet 'Murkorder' voratun amulet 'Murkorder'0.1 T5 amulet jewelry [Random Unique] Disrupt/Master While equipped: Stats +4 Con dps ---------- Crit.mult +18.00% Res.pen +10% arcane Acc +39 (+8 eff.) Apr +18 Melee Ret 6 physical ----- def ----- Resists +32% nature +23% blight Phys.save +21 (+6 eff.) Spell.save +14 (+6 eff.) Mind.save +24 (+8 eff.) Poison- +47% Disease- +41% Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Airjam (30-36 power, 6 apr, cold element) Airjam (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +24% lightning +30% cold Apr +5 On Hit (Melee): * 27% chance to reduce all saves and defense by 46 ----- def ----- Armour +10 Resists +7% arcane +24% nature +20% mind ---------- misc Max.stam +40.80 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone starstaff of power (30-36 power, 6 apr, temporal element) earthen dragonbone starstaff of power (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +34 (+8 eff.) Dmg.mod +30% temporal ----- def ----- Armour +12 Hardiness +12% Phys.save +12 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blackpall (47-66 power, 6 apr) Blackpall (47-66 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Nature Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 nature While equipped: Stats +4 Mag +5 Cun +8 Con dps ---------- Crit.mult +27.20% Phys.pwr +41 (+8 eff.) Res.pen +34% blight +34% darkness Acc +41 (+8 eff.) On Hit (Melee): * 27% chance to reduce damage dealt by 37% Blunt and deadly. |
drakeskin leather sling drakeskin leather sling4.0 T5 sling 1H weapon [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Slings are used to hurl stones or metal shots at your foes. |
barbed pouch of dwarven-steel shots (19/19, 38-45 power, 3 apr) barbed pouch of dwarven-steel shots (19/19, 38-45 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 37.5 - 45.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 19 On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of crippling (16/16, 52-62 power, 5 apr) barbed pouch of stralite shots of crippling (16/16, 52-62 power, 5 apr)3.0 T4 shot ammo [Ego++] Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +23.5% Capacity 16 On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots (22/22, 68-82 power, 6 apr) barbed pouch of voratun shots (22/22, 68-82 power, 6 apr)3.0 T5 shot ammo [Ego+] Master Power 68.0 - 81.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 22 On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
Silamilaith Silamilaith1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +9% acid Melee Ret 6 acid 4 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Armour +11 Defense +11 (+3 eff.) Resists +3% acid +9% blight Phys.save +20 (+5 eff.) HP.reg +2.50 Heal.mod +30% A belt that goes around your waist. |
Tuluchik the Freezecrack (0 def, 5 armour) Tuluchik the Freezecrack (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +3 Dex +3 Mag +5 Wil +6 Cun +19 Con dps ---------- Dmg.mod +9% cold +10% physical Melee Ret 8 acid ----- def ----- Armour +5 Crit.chn- 15.00% Phys.save +24 (+6 eff.) Mind.save +22 (+7 eff.) Silence- +50% Confus- +50% Stun/Frz- +50% ---------- misc Size +1 A pair of boots made of leather. |
Unlighttaint (0 def, 5 armour) Unlighttaint (0 def, 5 armour)2.0 T5 feet armor [Rare] Arcane While equipped: Stats +9 Dex +8 Wil +9 Cun dps ---------- Spell.crit +6% Spell.pwr +13 (+3 eff.) Dmg.mod +12% darkness ----- def ----- Armour +5 Resists +9% darkness Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Infravis +4 A pair of boots made of leather. |
drakeskin leather hat of dexterity (+10) (0 def, 5 armour) drakeskin leather hat of dexterity (+10) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% A hat made of leather. Very stylish. |
Armatogar (0 def, 1 armour) Armatogar (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +3% physical Acc +10 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% fire +21% cold ---------- misc Breathe water A cap made of leather. |
9 agate 9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star Burning Star1.0 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1026 alchemist agate 1026 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
77 alchemist bloodstone 77 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
nightwalker's brass lantern of health nightwalker's brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Max.HP +43.00 ---------- misc 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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 162] simple healing salve [power 162]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 162 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 212] potent healing salve [power 212]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 212 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cyrowyn (dig speed 20 turns) Cyrowyn (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +1 Dex +3 Mag +1 Wil +3 Con ----- def ----- Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
iron torque of clear mind [power 1] (25 cooldown) iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By LITTLE BLASTER MAN the Halfling Psyshot level 35
35th Pyre 123rd year of Ascendancy at 03:18 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
10th Haze 123rd year of Ascendancy at 14:18 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 35
33rd Pyre 123rd year of Ascendancy at 09:20 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 20
4th Decay 122nd year of Ascendancy at 06:05 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 44
49th Dusk 123rd year of Ascendancy at 13:02 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 38
5th Mirth 123rd year of Ascendancy at 01:58 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 9
10th Mirth 122nd year of Ascendancy at 07:54 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 37
1st Mirth 123rd year of Ascendancy at 18:33 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 32
26th Pyre 123rd year of Ascendancy at 02:01 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 29
71st Regrowth 123rd year of Ascendancy at 15:59 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 22
9th Allure 123rd year of Ascendancy at 04:43 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 30
76th Regrowth 123rd year of Ascendancy at 12:29 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 23
12nd Regrowth 123rd year of Ascendancy at 11:07 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
21st Haze 123rd year of Ascendancy at 19:37 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
52nd Haze 123rd year of Ascendancy at 13:27 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 36
78th Pyre 123rd year of Ascendancy at 06:58 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 31
3rd Pyre 123rd year of Ascendancy at 15:11 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 10
19th Haze 122nd year of Ascendancy at 19:44 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 20
76th Haze 122nd year of Ascendancy at 04:21 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 30
72nd Regrowth 123rd year of Ascendancy at 13:19 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 40
8th Flare 123rd year of Ascendancy at 01:54 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
75th Dusk 123rd year of Ascendancy at 03:02 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
10th Haze 123rd year of Ascendancy at 05:55 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
49th Haze 123rd year of Ascendancy at 14:41 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 20
8th Decay 122nd year of Ascendancy at 13:03 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
52nd Haze 123rd year of Ascendancy at 13:27 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 31
23rd Pyre 123rd year of Ascendancy at 14:57 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 18
74th Haze 122nd year of Ascendancy at 11:05 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 37
1st Mirth 123rd year of Ascendancy at 21:07 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
52nd Haze 123rd year of Ascendancy at 13:25 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 34
30th Pyre 123rd year of Ascendancy at 15:58 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 8
4th Mirth 122nd year of Ascendancy at 00:18 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 47
62nd Dusk 123rd year of Ascendancy at 10:45 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 24
13rd Regrowth 123rd year of Ascendancy at 11:11 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 50
52nd Haze 123rd year of Ascendancy at 13:27 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 37
1st Mirth 123rd year of Ascendancy at 09:58 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 40
5th Dusk 123rd year of Ascendancy at 07:42 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 22
10th Allure 123rd year of Ascendancy at 03:04 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 17
61st Haze 122nd year of Ascendancy at 19:32 see stats
By LITTLE BLASTER MAN the Halfling Psyshot level 34
32nd Pyre 123rd year of Ascendancy at 10:57 see stats
Log
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
LITTLE BLASTER MAN damages himself through Martyrdom!
Argoniel hits LITTLE BLASTER MAN for (41 flat reduction), 0 physical (0 total damage).
LITTLE BLASTER MAN's Shoot hits Argoniel for (36 absorbed), 923 physical (923 total damage).
The shield around High Sun Paladin Aeryn crumbles.
LITTLE BLASTER MAN's Shoot killed Argoniel!
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (10 absorbed), 28 acid (28 total damage).
Decrepitude Disease from Argoniel hits High Sun Paladin Aeryn for (93 absorbed), 0 blight (0 total damage).
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
A shield forms around High Sun Paladin Aeryn.
LITTLE BLASTER MAN is no longer attuned.
Forge-giant's cleansing fire area effect hits LITTLE BLASTER MAN for (55 antimagic), 0 fire (0 total damage).
LITTLE BLASTER MAN receives 105 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
LITTLE BLASTER MAN's mind surges with critical power!
LITTLE BLASTER MAN attunes to the damage.
Talent Psyshot is ready to use.
Talent Condensate is ready to use.
Acid Splash from Argoniel hits LITTLE BLASTER MAN for (41 antimagic), 0 acid (0 total damage).
High Sun Paladin Aeryn is free from the decrepitude disease.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (39 absorbed), 0 acid (0 total damage).
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
LITTLE BLASTER MAN deactivates his cloak's restoration systems.
Saving done.