









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Berserker |
| Level / Exp | 50 / 837% |
| Size | big |
| Lifes / Deaths | Killed by Mirror Image (Oriaeren the shalore) at level 22 on the 32nd Dearth 124th year of Ascendancy at 08:26 0 / 8Killed by Sher'Tul High Priest at level 50 on the 43rd Retaking 125th year of Ascendancy at 06:08 Killed by Sher'Tul High Priest at level 50 on the 43rd Retaking 125th year of Ascendancy at 10:14 Killed by spiked tentacle at level 50 on the 43rd Retaking 125th year of Ascendancy at 22:16 Killed by Sher'Tul High Priest at level 50 on the 44th Retaking 125th year of Ascendancy at 02:22 Killed by Sher'Tul High Priest at level 50 on the 44th Retaking 125th year of Ascendancy at 07:01 Killed by Loyal Whitehoof Archmage at level 50 on the 52nd Loss 125th year of Ascendancy at 13:45 Killed by Eynois the human at level 50 on the 12nd Destruction 125th year of Ascendancy at 23:36 |
Primary Stats
| Strength | 130 (base 60) |
| Dexterity | 82 (base 60) |
| Constitution | 81 (base 60) |
| Magic | 11 (base 10) |
| Willpower | 49 (base 29) |
| Cunning | 79 (base 60) |
Resources
| Life | -363/2001 |
| Steam | 132/132 |
| Stamina | 344/344 |
| Vim | 296/296 |
| Healing Factor | 0.92524156537424 |
| Regeneration | 6.6119172903291 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 10 |
| See Stealth | 80.708567382067 |
| See Invisible | 80.708567382067 |
Offense: Mainhand
| Damage | 213 |
| Accuracy | 73 |
| Crit Chance | 47% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 85 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +35% |
| Lightning | +16% |
| Nature | +21% |
| Temporal | +30% |
| Fire | +10% |
| Arcane | +12% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
| Arcane | +40% |
| Mind | +25% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 39 (30%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 53 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 62%( 70%) |
| All | + 34%( 70%) |
| Darkness | + 43%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 36%( 70%) |
| Physical | + 42%( 70%) |
| Fire | + 42%( 70%) |
| Lightning | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Superiority | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Race / Orc | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 12/13 |
| 11/21 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Curses | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 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. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | Thundercrack (16/16, 35-42 power, 8 apr)3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 35.0 - 42.0 Physical Uses 40% Wil, 70% Dex, 50% Cun 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! |
| Light source | alchemist's lamp 'Vilenigh'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +12% arcane +21% nature Ignore resists +25% arcane defense ------ Life +61.00 other ------- Light +4 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
| Tool | The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+1 eff.) When Hit: * 18% chance to slow global speed by 74% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+6 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 30 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Xanyta the Quenchobeisance0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Wil offense ------ Critical power +5.00% Damage +16% lightning When Hit 4 mind 4 cold defense ------ Resistance +32% lightning +27% cold Mind save +6 (+3 eff.) other ------- Psi when Hit +0.12 Rings make your fingers look great! |
| On fingers | marksman's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Dex offense ------ Accuracy +18 (+5 eff.) Ignore Armor +8 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 10/10. Range 7 Cooldown: 10 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! |
| Around waist | noble's rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +8 Cun +6 Lck offense ------ Against +16% Summoned defense ------ Resist Against +15% Summoned Stealth +6 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 20% Mag, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 31 temporal damage and slows enemies in radius 6 of the target by 41% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.5 Power cost 6 out of 10/10. Range 9 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| On hands | brawler's dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Dex +2 Mag +5 Cun defense ------ Armor +2 Fatigue +3% Resistance +6% light +7% darkness Physical save +7 (+2 eff.) other ------- Infravision +1 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 turn cooldown Effective talent level: 2.5 Power cost 12 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 58.34 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 62.28 to 77.85 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% cold Physical save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | Brandlace0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +11 Con offense ------ When Hit 6 physical defense ------ Resistance +3% temporal +12% fire +6% darkness +5% arcane Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 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. |
2 schematic: Acid Groove0.1 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. |
3 schematic: Air Recycler0.1 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. |
5 schematic: Antimagic Shell0.1 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. |
4 schematic: Armour Reinforcement0.1 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. |
4 schematic: Back Support0.1 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. |
schematic: Black Light Emitter0.1 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. |
schematic: Corrosive Shell0.1 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. |
2 schematic: Crystal Plating0.1 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. |
2 schematic: Deflection Field0.1 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. |
2 schematic: Explosive Shell0.1 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. |
2 schematic: Fatal Attractor0.1 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. |
schematic: Fireproof Coating0.1 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. |
2 schematic: Focus Lens0.1 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. |
4 schematic: Frost Salve0.1 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. |
3 schematic: Fungal Web0.1 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. |
schematic: Galvanic Retributor0.1 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. |
2 schematic: Grounding Strap0.1 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. |
schematic: Iron Grip0.1 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. |
2 schematic: Kinetic Stabiliser0.1 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. |
2 schematic: Lightning Coil0.1 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. |
4 schematic: Magnetic Shell0.1 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. |
2 schematic: Mana Coil0.1 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. |
schematic: Moss Tread0.1 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. |
3 schematic: Pain Suppressor Salve0.1 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. |
6 schematic: Poison Groove0.1 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. |
2 schematic: Power Distributor0.1 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. |
4 schematic: Razor Edge0.1 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. |
3 schematic: Rustproof Coating0.1 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. |
3 schematic: Saw Projector0.1 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. |
3 schematic: Saw Shell0.1 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. |
schematic: Second Skin0.1 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. |
2 schematic: Shocking Touch0.1 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. |
3 schematic: Silver Filigree0.1 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. |
schematic: Solid Shell0.1 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. |
2 schematic: Spike Attachment0.1 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. |
3 schematic: Spring Grapple0.1 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. |
4 schematic: Steamgun0.1 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. |
7 schematic: Steamsaw0.1 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. |
5 schematic: Thunder Grenade0.1 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. |
schematic: Thunderclap Coating0.1 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. |
schematic: Toxic Shell0.1 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. |
3 schematic: Unstoppable Force Salve0.1 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. |
schematic: Water Salve0.1 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. |
3 schematic: Waterproof Coating0.1 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. |
schematic: Winterchill Edge0.1 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. |
Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+7 eff.) Steampower +40 (+8 eff.) Spellpower +40 (+6 eff.) Mindpower +40 (+8 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." |
vitalizing stralite amulet of soulsearing0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +4 Con offense ------ Critical power +14.00% Spellpower +8 (+1 eff.) Damage +9% blight +9% fire defense ------ Physical save +9 (+2 eff.) Life +48.00 Life Regen +5.00 Amulets make your neck look great! |
warmaker's steel amulet of perfection (0.18 Technique / Combat veteran,0.18 Technique / Conditioning)0.1 Encumbrance T2 amulet jewelry [Ego++] Master While equipped: Stats +6 Str +6 Dex +6 Wil other ------- Masteries +0.18 Technique/Combat veteran +0.18 Technique/Conditioning Amulets make your neck look great! |
Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's voratun ring of perseverance0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +10 (+2 eff.) defense ------ Life Regen +5.00 Stun Resist +33% Rings make your fingers look great! |
gladiator's gold ring of life0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +7 (+1 eff.) defense ------ Life +64.00 Life Regen +8.00 Healmod +13% Rings make your fingers look great! |
gladiator's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +4 Con offense ------ Physical Power +6 (+1 eff.) Rings make your fingers look great! |
rogue's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
solipsist's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil offense ------ Mindpower +7 (+1 eff.) On-Hit 16 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 44 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 44 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 4.5 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
treant's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +14% nature +12% blight Life +40.00 Life Regen +12.00 Healmod +16% Poison Resist +20% Disease Resist +21% Rings make your fingers look great! |
Champion's Will (67-107 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 40% Wil, 115% Str, 20% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 23 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 18 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
grounding rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +3 (+0 eff.) defense ------ Resistance +6% lightning +6% temporal Spell save +5 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 6 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 99 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Black Robe (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+5 eff.) defense ------ Defense +6 (+2 eff.) Resistance +15% all Spell save +25 (+8 eff.) Blind Resist +50% other ------- See Invis +10 A silk robe, darker than the darkest night sky, it radiates power. |
wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Cun +5 Con defense ------ Armor +4 Fatigue +3% Physical save +13 (+3 eff.) Mind save +12 (+6 eff.) Rush: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 25/25. Range 9 Cooldown: 20 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ritch Claws (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Rushing Claws: Effective talent level: 3.5 Power cost 15 out of 24/24. Range 8 Cooldown: 15 Travel.spd instantaneous Is: a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 3.5 Power cost 4 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 338.15 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Stralite Sand Shredder (0 def, 1 armour)1.0 Encumbrance T4 hands armor [Plot Item] Steamtech While equipped: defense ------ Armor +1 other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
brawler's hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +4 Dex +2 Mag +2 Cun offense ------ Damage +4% arcane defense ------ Armor +2 Physical save +5 (+1 eff.) other ------- Cooldown Double Strike -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. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Haryfast (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +6 Dex offense ------ Physical Crit +4.0% Physical Power +20 (+4 eff.) Accuracy +15 (+4 eff.) defense ------ Armor +3 Fatigue +3% Unlife -60.00 life Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 4.5 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 660.7 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% fire +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
volcanic drakeskin leather armour of the deep (20 def, 20 armour)9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 8 fire defense ------ Armor +20 Defense +20 (+6 eff.) Fatigue +8% Resistance +9% acid +12% cold +20% fire +10% physical other ------- Breathe water A suit of armour made of leather. |
Haniradudor the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +1 Wil offense ------ Spellpower +5 (+0 eff.) Damage +9% arcane +6% temporal defense ------ Armor +9 Fatigue +22% Resistance +10% blight +17% fire +13% darkness Life +20.00 other ------- Light +1 A suit of armour made of metal plates. |
stralite plate armour 'Hathihad' (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +9 Wil +6 Cun offense ------ Damage +9% blight defense ------ Armor +13 Fatigue +22% Resistance +21% blight +17% darkness Mind save +15 (+8 eff.) Life Regen +2.00 other ------- Stamina/turn +1.20 Light +4 A suit of armour made of metal plates. |
deadly quiver of elm arrows (25/25, 24-34 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Master Weapon Damage 24.0 - 33.6 Physical Uses 40% Wil, 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 25 Arrows are used with bows to pierce your foes to death. |
587 alchemist agate0.0 Encumbrance 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. |
30 onyx0.0 Encumbrance 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. |
34 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-11 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+2 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
7 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of the zealot2.0 Encumbrance T1 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +6 (+2 eff.) 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. |
Prothotipe's Prismatic Eye0.0 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. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+2 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+2 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable Extractor0.0 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. |
bloodstone0.0 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. |
7 ruby0.0 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. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
9 diamond0.0 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. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: 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
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Narmuz the Orc Berserker level 14
45th Retaking 124th year of Ascendancy at 19:39 see stats
Blood on the Moon
Kill all of the Star Gazers within 7 game turns.By Narmuz the Orc Berserker level 32
50th Loss 124th year of Ascendancy at 16:35 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Narmuz the Orc Berserker level 25
43rd Dearth 124th year of Ascendancy at 03:14 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Narmuz the Orc Berserker level 50
29th Pain 125th year of Ascendancy at 20:07 see stats
Earth Master
Killed Harkor'Zun.By Narmuz the Orc Berserker level 50
28th Pain 125th year of Ascendancy at 13:01 see stats
Exterminator
Killed 1000 creatures.By Narmuz the Orc Berserker level 31
21st Loss 124th year of Ascendancy at 06:01 see stats
Level 10
Got a character to level 10.By Narmuz the Orc Berserker level 10
36th Retaking 124th year of Ascendancy at 22:03 see stats
Level 20
Got a character to level 20.By Narmuz the Orc Berserker level 20
42nd Pain 124th year of Ascendancy at 10:06 see stats
Level 30
Got a character to level 30.By Narmuz the Orc Berserker level 30
2nd Loss 124th year of Ascendancy at 11:40 see stats
Level 40
Got a character to level 40.By Narmuz the Orc Berserker level 40
50th Remembrance 125th year of Ascendancy at 06:21 see stats
Level 50
Got a character to level 50.By Narmuz the Orc Berserker level 50
33rd Retaking 125th year of Ascendancy at 22:41 see stats
No Steam, No Palace. No Palace, No Palace!
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Narmuz the Orc Berserker level 50
34th Retaking 125th year of Ascendancy at 00:00 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Narmuz the Orc Berserker level 50
35th Revenge 125th year of Ascendancy at 23:00 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Narmuz the Orc Berserker level 50
34th Retaking 125th year of Ascendancy at 00:00 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Narmuz the Orc Berserker level 30
2nd Loss 124th year of Ascendancy at 16:01 see stats
Size is everything
Did over 1500 damage in one attack.By Narmuz the Orc Berserker level 32
4th Destruction 124th year of Ascendancy at 02:49 see stats
Size matters
Did over 600 damage in one attack.By Narmuz the Orc Berserker level 28
52nd Dearth 124th year of Ascendancy at 13:31 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Narmuz the Orc Berserker level 50
44th Retaking 125th year of Ascendancy at 10:54 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Narmuz the Orc Berserker level 41
1st Retaking 125th year of Ascendancy at 20:57 see stats
The bigger the better!
Did over 3000 damage in one attack.By Narmuz the Orc Berserker level 50
43rd Retaking 125th year of Ascendancy at 01:03 see stats
To the Bitter End
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Narmuz the Orc Berserker level 50
49th Retaking 125th year of Ascendancy at 04:22 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Narmuz the Orc Berserker level 32
43rd Loss 124th year of Ascendancy at 14:40 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Narmuz the Orc Berserker level 19
11st Pain 124th year of Ascendancy at 20:27 see stats
Log
Melee retaliation hits Fiarator the human for (2 to psi shield), 2 physical, 38 healing, 2 cold, 2 mind (7 total damage) [38 healing].
Searing Sight hits Loyal Whitehoof Necromancer for (27 flat reduction), 0 light (0 total damage).
Searing Sight hits Ghoul for 28 light damage.
Searing Sight hits Narmuz for 23 light damage.
Fiarator the human's Beyond the Flesh hits Narmuz for 95 physical, 53 light, 21 physical, 15 fire (184 total damage).
Fiarator the human shrugs off the effect 'Slow'!
Narmuz hits Fiarator the human for (13 to psi shield), 19 temporal, (54 to psi shield), 80 physical, (25 to psi shield), 37 temporal (137 total damage).
Loyal Whitehoof Necromancer receives 91 healing from Ghoul's purging blight area effect.
Ghoul receives 95 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Fiarator the human for 58 blight damage.
Eynois the human's firestorm hits Loyal Whitehoof Necromancer for (30 flat reduction), 126 fire (126 total damage).
Fiarator the human uses Telekinetic Smash.
Character control switched to Loyal Whitehoof Necromancer.
Fiarator the human performs a melee critical strike against Narmuz!
Narmuz shrugs off the effect 'Stunned'!
Melee retaliation hits Fiarator the human for (2 to psi shield), 2 physical, 38 healing, 2 cold, 1 mind, (2 to psi shield), 2 physical, 38 healing, 2 cold, 2 mind (12 total damage) [77 healing].
Fiarator the human hits Narmuz for 156 physical, 53 light, 21 physical (230 total damage).
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Fiarator the human killed Narmuz!
Ghoul is dazed!
Searing Sight hits Ghoul for 28 light damage.
Searing Sight hits Loyal Whitehoof Necromancer for (27 flat reduction), 0 light (0 total damage).
Fiarator the human's Beyond the Flesh hits Ghoul for 161 physical, 65 light, 31 physical, 26 fire (283 total damage).
Character control switched to Narmuz.
Ghoul's purging blight area effect hits Fiarator the human for 29 blight damage.
Eynois the human's firestorm hits Loyal Whitehoof Necromancer for (30 flat reduction), 126 fire (126 total damage).
Narmuz the level 50 orc berserker was combusted to death by Eynois the human on level 1 of Ambush!.

























































































































