











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Hulk! 1.4.8 Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Bulwark |
| Level / Exp | 50 / 665% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 163 (base 60) |
| Dexterity | 68 (base 60) |
| Constitution | 86 (base 60) |
| Magic | 92 (base 60) |
| Willpower | 93 (base 60) |
| Cunning | 77 (base 60) |
Resources
| Life | 16893/16893 |
| Positive | 177/177 |
| Stamina | 330/330 |
| Steam | 130/130 |
| Healing Factor | 1.6653125000001 |
| Regeneration | 833.54169900171 |
Speed
| Mental | +49% |
| Attack | +49% |
| Movement | +149% |
| Spell | +49% |
| Global | +149% |
Vision
| Sight | 8 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 73.293375607554 |
| See Invisible | 73.293375607554 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 232 |
| Accuracy | 61 |
| Crit Chance | 81% |
| APR | 30 |
| Speed | 0.67 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 220 |
| Crit Chance | 70% |
| Speed | 0.67114093959732 |
Offense: Mind
| Mindpower | 220 |
| Crit Chance | 79% |
| Speed | 0.67114093959732 |
Offense: Damage Bonus
| Darkness | +62% |
| Light | +119% |
| Temporal | +35% |
| Physical | +30% |
| Fire | +108% |
| All | +25% |
Offense: Damage Penetration
| Darkness | +12% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 168.75200973635 (70.376569037657%) |
| Defense | 81 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 107 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 69%( 80%) |
| Light | + 59%( 70%) |
| Temporal | + 52%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 10% |
| Pinning Resistance | 20% |
| Disarm Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 83.21 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.8 steam per turn. Can be activated for an instant burst of 104 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 90%. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Warcries | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Celestial / Light | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Trained Reactions |
| talent | Slow Motion |
| talent | Chant of Resistance |
| beneficial effect | You have 5 charges. Death Momentum |
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 Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * 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 |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 | Fogspar of the Blightspawn (0 def, 1 armour)2.0 T1 feet armor [Random Unique] Master While equipped: Stats +2 Str +5 Dex +1 Cun +2 Con dps ---------- On Melee Ret: * 20% chance to disease * 21% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +12% fire +12% cold ---------- misc Infravis +2 Telepathy Humanoid/Orc Rush: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (145 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Yaldan Baoth (0 def, 6 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +10 Wil +7 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| On hands | drakeskin leather gloves 'Silerethra' (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +10 Mag +13 Wil +3 Cun +5 Con dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 14 arcane 10 temporal Ranged+ 19 temporal Dmg.mod +7% temporal ----- def ----- Armour +3 Resists +10% arcane +12% temporal Spell.save +26 (+5 eff.) Disarm- +39% ---------- misc Infravis +3 Masteries +0.20 Technique/Grappling Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | voratun pickaxe 'Ulorion' (dig speed 22 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +7 Str +5 Wil +4 Con dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Resists +12% light +15% temporal Spell.save +9 (+2 eff.) Blind- +20% Teleport- +10% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | gladiator's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Max.HP +54.00 HP.reg +0.50 Heal.mod +12% Rings can have magical properties. |
| Around neck | stabilizing stralite amulet of strength (+5)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
| In main hand | The Black Spike (48-67.2 power, 20 apr) 3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * chills your foe dealing 39 damage and slowing them by one tenth of a turn While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +5% all ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
| Around waist | Eilinenne the Kilnpanic1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +9% Dmg.mod +3% temporal +9% fire Melee Ret 16 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Str Acc+ +2.5% procs dam / acc Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Tarryyon the cashmere cloak (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +7% darkness ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +10% darkness Stealth +13 Die.at -80.00 life ---------- misc Stam/turn +1.20 Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (67% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gardanion, the Light of God0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+8 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+4 eff.) Mind.pwr +40 (+3 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." |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
starlit copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% light +12% darkness Blind- +23% Amulets can have magical properties. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
steel ring 'Coalserpent'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +12% acid On Hit (Melee): * 15% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +7 See.Invis +8 Rings can have magical properties. |
dragonbone longbow 'Layaldarin'4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: * 30% chance to daze at end of turn While equipped: Stats +6 Str +5 Dex +6 Mag +8 Wil +6 Cun +6 Con dps ---------- S.pwr/crit +8 Dmg.mod +12% temporal +65% physical Res.pen +21% lightning +62% physical ----- def ----- Resists +6% blight ---------- misc Max.mana +60.00 Longbows are used to shoot arrows at your foes. |
Grinundil the Kilnriver (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +30 insidious poison +8 fire On Hit.r1 +12 lightning While equipped: dps ---------- Dmg.mod +9% lightning +9% fire Res.pen +15% lightning +25% fire Sharp, long, and deadly. |
Perseverance (31-43.4 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+3 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Punae's Blade (46-64.4 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Phys.spd +10% ----- def ----- Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Rottide (21.5-30.1 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +18 insidious poison While equipped: dps ---------- Res.pen +10% nature +15% temporal Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% temporal Disarm- +20% Sharp, long, and deadly. |
insidious dwarven-steel longsword of massacre (32-44.8 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature/Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +23 insidious poison Sharp, long, and deadly. |
iron longsword (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword of massacre (17.5-24.5 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+3 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+2 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Sileretha the voratun steamsaw (40-60 power, 25 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +93 Uses 1.0 Steam When used to Attack: On Crit.r2 +4 acid +26 light +23 darkness While equipped: Stats +4 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +6% acid Res.pen +14% physical Melee Ret 8 arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +22% fire +12% light +11% darkness Disarm- +22% ---------- misc Talents +3 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
The Twisted Blade (50-75 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+3 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
stralite steamsaw of purging (31.5-47.25 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego+] Disrupt/Steamtech Power 31.5 - 47.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +64 Melee+ +8 nature On Hit: * 25% chance to remove a magical effect Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+4 eff.) Resists +15% physical Phys.save +40 (+10 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 64 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Malindur the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.crit +4% Crit.mult +10.00% Dmg.mod +15% darkness +3% arcane Res.pen +13% darkness +10% blight Phasing +20% ----- def ----- Defense +3 (+1 eff.) Resists +16% blight +16% nature +16% darkness Spell.save +9 (+2 eff.) Mind.save +12 (+4 eff.) Stealth +17 HP.reg +1.00 Heal.mod +26% ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% fire +10% cold Spell.save +18 (+3 eff.) Mind.save +15 (+5 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+2 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 9 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Pitchspire of the Blightspawn (3 def, 3 armour)3.0 T1 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +2 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +6% darkness +9% temporal Res.pen +10% darkness On Melee Ret: * 22% chance to disease * 22% chance to inflict 15% damage reduction ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+0 eff.) Fatigue +2% Resists +6% temporal Blink to a nearby random location (rad 7) Puts all charms on 15 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunworm (0 def, 9 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 12 light ----- def ----- Armour +9 Fatigue +3% Phys.save +10 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +9 (+3 eff.) Silence- +26% Confus- +26% Stun/Frz- +32% ---------- misc Light +3 Infravis +2 A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Fire a poisonous bolt out to range 6 that deals 23 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 70 addition nature damage over 3 turns (damage based on Cunning). Uses 8 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Blazesweeper the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Apr +2 ----- def ----- Armour +2 Max.HP +50.00 HP.reg +2.20 ---------- misc Stam/turn +0.70 Max.stam +21.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Drygen the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- S.pwr/crit +8 Dmg.mod +12% arcane +6% blight Melee Ret 4 acid ----- def ----- Armour +2 Phys.save +7 (+2 eff.) ---------- misc Vim/s.crit +2.00 Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +6% fire Metal gloves protecting the hands up to the middle of the lower arm. |
umbral rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +5% darkness 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 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-1 eff.) Mind.pwr -10 (-1 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+10 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 12 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Jetravager (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +6% nature Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Nightwalker of the Blightspawn (12 def, 15 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +4 Wil +9 Cun dps ---------- Mind.crit +4% On Melee Ret: * 32% chance to disease * 45% chance to inflict 15% damage reduction ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +8% Resists +5% arcane +8% physical Phys.save +20 (+5 eff.) Max.HP +85.00 HP.reg +3.50 Heal.mod +22% ---------- misc Max.hate +8.00 A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 8 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +120 While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+1 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +28% Resists +2% all ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block)7.0 T3 shield armor [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+3 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+3 eff.) ---------- misc Light +2 Talents +5 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
iron shield (4 def, 2 armour, 7-8.4 power, 20.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 9.5-11.4 power, 19.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
2 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. |
271 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. |
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. |
31 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. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
37 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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
dwarven-steel pickaxe 'Myvor' (dig speed 25 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +15.00% Spell.pwr +8 (+1 eff.) Dmg.mod +3% arcane +18% blight Phasing +20% ----- def ----- Spell.save +9 (+2 eff.) ---------- misc Max.mana +60.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 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 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 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
11 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. |
7 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+1 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+1 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
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. |
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. |
4 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. |
10 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. |
12 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. |
Rod of Recall (2/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 321/400 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. |
powerful healing salve [power 391] powerful healing salve [power 391]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 90% cooldown modifier. Heal 391 Puts Talent Medical Injector on 9 cooldown Medical salve. |
Eilinetha (22/22, 44.5-53.4 power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Master/Psionic Power 44.5 - 53.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 22 Ranged+ +14 darkness +12 blight +15 bleed +17 mind +17 cold On Hit.r1 +4 blight On Crit.r2 +4 blight On Hit: * 40% chance to disease * 40% chance to cause random gloom * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 19 bleeding, 66% reduced healing Shots are used with slings to pummel your foes to death. |
24 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. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
9 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. |
8 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
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 (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gon the Whitehoof Bulwark level 8
15th Retaking 124th year of Ascendancy at 03:13 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Gon the Whitehoof Bulwark level 11
29th Retaking 124th year of Ascendancy at 15:50 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Gon the Whitehoof Bulwark level 26
38th Revenge 124th year of Ascendancy at 02:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Gon the Whitehoof Bulwark level 10
28th Retaking 124th year of Ascendancy at 20:20 see stats
Level 20 (Roguelike)
Got a character to level 20.By Gon the Whitehoof Bulwark level 20
20th Revenge 124th year of Ascendancy at 13:13 see stats
Level 30 (Roguelike)
Got a character to level 30.By Gon the Whitehoof Bulwark level 30
13rd Pain 124th year of Ascendancy at 01:53 see stats
Level 40 (Roguelike)
Got a character to level 40.By Gon the Whitehoof Bulwark level 40
18th Destruction 124th year of Ascendancy at 15:15 see stats
Level 50 (Roguelike)
Got a character to level 50.By Gon the Whitehoof Bulwark level 50
47th Destruction 124th year of Ascendancy at 12:25 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Gon the Whitehoof Bulwark level 49
47th Destruction 124th year of Ascendancy at 12:04 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Gon the Whitehoof Bulwark level 33
41st Dearth 124th year of Ascendancy at 00:24 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Gon the Whitehoof Bulwark level 36
31st Loss 124th year of Ascendancy at 06:00 see stats
The Dead God Rests (Roguelike)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Gon the Whitehoof Bulwark level 50
50th Destruction 124th year of Ascendancy at 10:29 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Gon the Whitehoof Bulwark level 37
32nd Loss 124th year of Ascendancy at 07:42 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Gon the Whitehoof Bulwark level 19
20th Revenge 124th year of Ascendancy at 03:54 see stats
To the Bitter End (Roguelike)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Gon the Whitehoof Bulwark level 50
50th Destruction 124th year of Ascendancy at 15:15 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Gon the Whitehoof Bulwark level 4
11st Retaking 124th year of Ascendancy at 11:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Gon the Whitehoof Bulwark level 2
10th Retaking 124th year of Ascendancy at 20:13 see stats
True Savior (Roguelike)
Freed all the Orc Prides without killing a single mind-controlled orc.By Gon the Whitehoof Bulwark level 33
41st Dearth 124th year of Ascendancy at 00:24 see stats
You were not supposed to see that! (Roguelike)
Read a Forbidden Tome.By Gon the Whitehoof Bulwark level 25
37th Revenge 124th year of Ascendancy at 13:31 see stats
Log
You gain 6.15 gold from the melting of spiked drakeskin leather armour of command (17 def, 16 armour).
You collect a new ingredient: lump of voratun (1).
You gain 3.60 gold from the melting of voratun helm of might (0 def, 5 armour).
You gain 3.45 gold from the melting of elven-silk wizard hat of knowledge (3 def, 0 armour).
You gain 3.20 gold from the melting of mindwoven elven-silk robe of power (5 def, 0 armour).
You gain 8.50 gold from the melting of reinforced drakeskin leather belt of magery.
You collect a new ingredient: lump of voratun (1).
You gain 5.50 gold from the melting of voratun mace of rage (44-61.6 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.36 gold from the melting of insidious voratun longsword of erosion (43-60.2 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.81 gold from the melting of truestriking voratun battleaxe of purging (55-82.5 power, 4 apr).
You gain 7.77 gold from the melting of solipsist's voratun ring of life.
You collect a new ingredient: stack of herbs (goldleaf) (2).
You gain 4.00 gold from the melting of schematic: Kinetic Stabiliser.
You gain 3.05 gold from the melting of invisibility rune (power 12 for 9 turns).
You gain 2.67 gold from the melting of steam generator implant (steam 9).
There is a Entrance to the Palace of Fumes here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
New Achievement: To the Bitter End (Roguelike)!
Today is the 51st Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Gon deactivates Chant of Resistance.
Gon deactivates Trained Reactions.
Gon deactivates Daunting Presence.
Gon deactivates Shield Wall.
Gon deactivates Slow Motion.
















































































































































































