Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Patrol Gold 1.7.6--- DESCRIPTION --- This addon makes enemies in the world map patrol drop a fair amount of gold. Every enemy generated via a world map ambush will drop ten instances of gold, averaging around one gold per instance. If used with the Spells Merchants addon by Akaviriblade, it adds a way to "grind" the patrols for gold so you can buy stat points and whatnot. It should work with every mod, but please let me know if you get a compatibility error! :) --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu select "Addons" 5) Find "Patrol Gold" and ensure it's active --- COMPATIBILITY --- Not compatible with mods that change data/general/npcs/humanoid_random_boss.lua Updated to work for 1.7.6 Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 50 / 1131% |
Size | medium |
Lifes / Deaths | Killed by Commander Fralor at level 2 on the 12nd Retaking 124th year of Ascendancy at 00:57 1 / 6Killed by Imdin the shalore at level 22 on the 29th Revenge 124th year of Ascendancy at 01:25 Killed by aether beam at level 22 on the 29th Revenge 124th year of Ascendancy at 02:56 Killed by Mekomia the shalore at level 22 on the 29th Revenge 124th year of Ascendancy at 04:20 Killed by Nektosh the One-Horned at level 32 on the 2nd Dearth 124th year of Ascendancy at 15:56 Killed by Liori the shalore at level 36 on the 49th Dearth 124th year of Ascendancy at 03:32 |
Primary Stats
Strength | 37 (base 29) |
Dexterity | 74 (base 60) |
Constitution | 74 (base 60) |
Magic | 9 (base 10) |
Willpower | 26 (base 10) |
Cunning | 107 (base 60) |
Resources
Life | 1336/1336 |
Steam | 100/100 |
Healing Factor | 1.3951680505321 |
Regeneration | 8.7198003158257 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 99 |
Accuracy | 75 |
Crit Chance | 53% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 99 |
Accuracy | 75 |
Crit Chance | 53% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Acid | +25% |
Nature | +25% |
Physical | +29% |
Mind | +25% |
All | +10% |
Offense: Damage Penetration
Nature | +35% |
Darkness | +41% |
Cold | +46% |
All | +26% |
Defense: Base
Armour (hardiness) | 51 (100%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 39 |
Mental Save | 53 |
Defense: Resistances
Darkness | + 70%( 70%) |
Nature | + 70%( 70%) |
Mind | + 70%( 70%) |
Fire | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 75%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 30% |
Poison Resistance | 50% |
Knockback Resistance | 15% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 187% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 149% efficiency and cooldown mod of 51%. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Steamtech / Avoidance | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Embedded Restoration Systems |
talent | Automated Cloak Tessellation |
talent | Evasive Shots |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 90% of the time and arcane sustains have a 9.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | Fight to the brink of death, can not die before going under -473 life (but life under 0 is not shown) and increases all resistances by 30%. Pain Suppressor Salve |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | Eden's Guile (3 def, 2 armour) Eden's Guile (3 def, 2 armour) 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +4 Cun defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +2% Physical save +10 (+2 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 36 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | barbed pouch of stralite shots of annihilation (25/25, 172% power, 8 apr) barbed pouch of stralite shots of annihilation (25/25, 172% power, 8 apr) 3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 173% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +19.5% Capacity 25 Projectile Speed +200% On Critical: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | piercing dwarven lantern of the zealot piercing dwarven lantern of the zealot1.0 Encumbrance T5 lite [Ego++] Disrupt/Master While equipped: offense ------ Ignore resists +14% all Ignore Armor +9 defense ------ Resistance +3% all Spell save +13 (+5 eff.) other ------- Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Quasit's Skull (0 def, 14 armour) Quasit's Skull (0 def, 14 armour) 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +12 Cun +4 Con defense ------ Armor +14 Hardiness +5% Fatigue +5% Physical save +14 (+3 eff.) Mind save +17 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | Bleakfurnace (0 def, 8 armour) Bleakfurnace (0 def, 8 armour) 1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +7 Cun +7 Dex offense ------ Critical power +10.00% Accuracy +16 (+3 eff.) Ignore Armor +8 When Hit 4 darkness defense ------ Armor +8 Fatigue +5% Resistance +3% darkness Physical save +8 (+2 eff.) Mind save +20 (+7 eff.) Life +47.00 Disarm Resist +115% other ------- Max hate +2.00 Max psi +40.00 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | warded dragonbone wand of clairvoyance [power 16] (11 cooldown) warded dragonbone wand of clairvoyance [power 16] (11 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane While equipped: other ------- Wards +3 lightning +4 mind +5 nature +4 darkness Talents +1 Ward Reveal the area around you, dispelling darkness (radius 16, power 40 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gold ring 'Shadesever' gold ring 'Shadesever'0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun offense ------ Critical power +15.00% On-Hit 17 physical On-Ranged-Hit 17 physical Damage +15% darkness Ignore resists +15% darkness Accuracy +10 (+2 eff.) On-Hit (Melee): * 16% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 42 defense ------ Armor +6 Spell save +12 (+4 eff.) other ------- Hate-on-crit +2.00 Max mana +80.00 Max hate +10.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 5.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
On fingers | Ring of Lost Love 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" |
Around neck | Gardanion, the Light of God Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+9 eff.) Steampower +40 (+7 eff.) Spellpower +40 (+3 eff.) Mindpower +40 (+9 eff.) May understand old Sher'Tul language. "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." |
In main hand | throat-seeking stralite steamgun of true flight throat-seeking stralite steamgun of true flight 4.0 Encumbrance T4 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +9 nature On Hit: * splashes acid on your target dealing 88 damage and reducing their armor On Critical: * silences the target Uses 2.0 Steam While equipped: offense ------ Physical Crit +7.0% Ignore resists +9% nature Accuracy +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Nidudas the Tundrarigor Nidudas the Tundrarigor 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +5 Wil offense ------ Ignore resists +20% cold Against +18% Summoned When Hit 4 cold 2 fire defense ------ Fatigue -26% Resistance +17% fire +7% cold Resist Against +23% Summoned other ------- Encumbrance +78 A belt that goes around your waist. |
In off hand | gunslinger's voratun steamgun of recursion gunslinger's voratun steamgun of recursion 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Shoot level 1 On Hit: * injects a simple virus dealing 147 blight damage on hit and lowering the victims highest stat Uses 2.0 Steam While equipped: offense ------ Steampower +12 (+2 eff.) Damage +19% physical other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | cashmere cloak of the guardian (12 def, 6 armour) cashmere cloak of the guardian (12 def, 6 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: defense ------ Armor +6 Defense +12 (+3 eff.) Resistance +0% nature +0% cold Physical save +17 (+4 eff.) Spell save +14 (+5 eff.) Mind save +20 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
schematic: Ablative Armour schematic: Ablative Armour0.1 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: Antimagic Shell schematic: Antimagic 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. |
3 schematic: Armour Reinforcement 3 schematic: Armour Reinforcement0.1 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: Explosive Shell 2 schematic: Explosive 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: Fiery Salve schematic: Fiery Salve0.1 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: Flash Powder schematic: Flash Powder0.1 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: Healing Salve 2 schematic: Healing Salve0.1 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: Iron Grip 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. |
schematic: Lightning Coil schematic: Lightning Coil0.1 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: Magnetic Shell schematic: Magnetic 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. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 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: Moss Tread schematic: Moss Tread0.1 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: Pain Suppressor Salve 2 schematic: Pain Suppressor Salve0.1 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: Poison Groove schematic: Poison Groove0.1 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: Power Distributor schematic: Power Distributor0.1 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: Razor Edge 2 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. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 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: Saw Projector schematic: Saw Projector0.1 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: Saw Shell 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 Skin schematic: Second Skin0.1 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: Shocking Edge schematic: Shocking 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. |
schematic: Solid Shell schematic: Solid 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. |
2 schematic: Spring Grapple 2 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. |
3 schematic: Steamgun 3 schematic: Steamgun0.1 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: Steamsaw 2 schematic: Steamsaw0.1 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: Thunder Grenade schematic: Thunder Grenade0.1 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: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 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: Viral Injector schematic: Viral Injector0.1 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: Viral Needlegun schematic: Viral Needlegun0.1 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: Voltaic Sentry schematic: Voltaic Sentry0.1 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: Voltaic Shell schematic: Voltaic 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: Water Salve schematic: Water Salve0.1 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: Waterproof Coating 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. |
cleansing gold amulet of dexterity (+3) cleansing gold amulet of dexterity (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex defense ------ Resistance +10% nature +11% blight Poison Resist +26% Disease Resist +27% Amulets make your neck look great! |
grounding gold amulet of cunning (+4) grounding gold amulet of cunning (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +15% lightning Stun Resist +22% Amulets make your neck look great! |
savior's stralite amulet of cunning (+5) savior's stralite amulet of cunning (+5)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun defense ------ Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +14 (+5 eff.) Amulets make your neck look great! |
Inertial Twine Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of the Dead =vault= Ring of the Dead =vault=0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 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. |
Uragorn the stralite ring =ne= Uragorn the stralite ring =ne=0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +7 Cun +4 Wil offense ------ Critical power +10.00% Accuracy +20 (+4 eff.) defense ------ Defense +24 (+6 eff.) Resistance +1% physical Unlife -40.00 life other ------- Stamina/turn +2.00 EQ when Hit +0.20 Max psi +40.00 Rings make your fingers look great! |
gold ring 'Galereek' =vault= gold ring 'Galereek' =vault=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% lightning Ignore resists +10% cold defense ------ Resistance +24% acid +9% temporal Crit Resistance 10.00% Spell save +15 (+5 eff.) Life Regen +5.00 Healmod +20% Stun Resist +38% Rings make your fingers look great! |
gold ring of pilfering gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 3.5 Power cost 8 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! |
marksman's gold ring of fire (+24%) marksman's gold ring of fire (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +12% fire Accuracy +8 (+2 eff.) defense ------ Resistance +24% fire Rings make your fingers look great! |
sneakthief's voratun ring of misery sneakthief's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +11 Cun +8 Dex offense ------ On-Hit 28 physical On-Ranged-Hit 27 physical Accuracy +9 (+2 eff.) On-Hit (Melee): * 14% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 42 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 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! |
stralite ring stralite ring0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
treant's steel ring of the mountain (+7%) treant's steel ring of the mountain (+7%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +7% blight +11% physical +6% nature Poison Resist +10% Disease Resist +10% Rings make your fingers look great! |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc Expeller4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Against +15% Humanoid +15% Giant other ------- Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc Expeller4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Against +15% Humanoid +15% Giant other ------- Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Overburst Overburst4.0 Encumbrance T4 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Talosis' Counterpoint Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
enhanced dwarven-steel steamgun of dampening enhanced dwarven-steel steamgun of dampening4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Disrupt/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +5 Str +7 Dex +6 Mag +8 Wil +6 Cun +9 Con defense ------ Resistance +10% acid +10% lightning +9% cold +7% fire +4% all Spell save +10 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike voratun steamgun of true flight swiftstrike voratun steamgun of true flight4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +4 Cun offense ------ Physical Crit +12.0% Combat Speed +10% Accuracy +15 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+2 eff.) Resistance +0% nature +15% cold Physical save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Snow Giant Wraps (0 def, 2 armour) 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 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 179.61 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-1 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-3 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. |
hardened leather hat 'Silawen' (7 def, 5 armour) hardened leather hat 'Silawen' (7 def, 5 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun +4 Wil offense ------ Critical power +20.00% Accuracy +9 (+2 eff.) When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 42 When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +7 (+2 eff.) Fatigue +3% Unlife -60.00 life other ------- Light +3 Infravision +2 A hat made of leather. Very stylish. |
hardened leather hat 'Xanavea' (10 def, 3 armour) hardened leather hat 'Xanavea' (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +3 Defense +10 (+2 eff.) Fatigue +3% Resistance +10% lightning +10% temporal +6% acid +3% physical Life +100.00 Healmod +15% Blind Resist +10% Stun Resist +10% A hat made of leather. Very stylish. |
cured leather armour 'Glimmerbutcher' (6 def, 10 armour) cured leather armour 'Glimmerbutcher' (6 def, 10 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature While equipped: Stats +7 Cun offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire Damage +3% light defense ------ Armor +10 Defense +6 (+1 eff.) Fatigue +7% Resistance +5% acid +6% cold +13% fire +14% physical Life +23.00 Life Regen +4.00 Healmod +11% other ------- Breathe water A suit of armour made of leather. |
197 alchemist agate 197 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. |
29 onyx 29 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. |
14 aquamarine 14 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 lapis lazuli 26 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal 16 opal0.0 Encumbrance 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. |
8 sapphire 8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz 15 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blackobeisance (dig speed 15 turns) Blackobeisance (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Dex offense ------ Damage +9% darkness Ignore resists +15% physical When Hit 10 darkness 8 physical defense ------ Resistance +5% physical +8% darkness +9% cold +6% nature +8% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) 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) 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) 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. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
32 emerald 32 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 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. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise 11 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +7 (+2 eff.) Life +45.00 Healmod +13% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Automated Portable Extractor 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. |
17 bloodstone 17 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. |
15 fire opal 15 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 garnet 25 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby 11 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 (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 143 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing pain suppressor salve [power 317] amazing pain suppressor salve [power 317]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -317 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 turn cooldown Activation is instant. Medical salve. |
great pain suppressor salve [power 272] great pain suppressor salve [power 272]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -272 life and reduces all damage by 26% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 turn cooldown Activation is instant. Medical salve. |
potent fiery salve [power 16] potent fiery salve [power 16]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
potent frost salve [power 16] potent frost salve [power 16]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 16] potent water salve [power 16]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 13] simple frost salve [power 13]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 161] simple healing salve [power 161]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 161 Puts Talent Medical Injector on 11 turn cooldown Medical salve. |
Wind Worn Shot (21/25, 148% power, 15 apr) Wind Worn Shot (21/25, 148% power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 149% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
barbed pouch of stralite shots of crippling (17/17, 164% power, 5 apr) barbed pouch of stralite shots of crippling (17/17, 164% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 165% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +21.5% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Yeti's Psychoportation Beacon Yeti's Psychoportation Beacon0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
crude flash powder crude flash powder0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel toxic cannister launcher dwarven steel toxic cannister launcher0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
mastercraft incendiary groove mastercraft incendiary groove0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove mastercraft poison groove0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft viral injector mastercraft viral injector0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft winterchill edge mastercraft winterchill edge0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
powerful moss tread powerful moss tread0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Stealth +6 other ------- Talents +3 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
stralite saw projector stralite saw projector0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +4 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
stralite toxic cannister launcher stralite toxic cannister launcher0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +4 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating well-made waterproof coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam power! |
evasive stralite torque of psionic shield [power 109] (18 cooldown) evasive stralite torque of psionic shield [power 109] (18 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 109 for 5 turns Puts all charms on 18 turn cooldown 100% to gain a 27% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of psionic shield [power 159] (18 cooldown) extending voratun torque of psionic shield [power 159] (18 cooldown)2.0 Encumbrance T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 159 for 5 turns Puts all charms on 18 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 185] (11 cooldown) steel torque of gale force [power 185] (11 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 239 physical damage Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 27] (15 cooldown) ash totem of thorny skin [power 27] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood totem of summon tentacle [power 400] (22 cooldown) supercharged elven-wood totem of summon tentacle [power 400] (22 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 895 Base Damage: 413 Armor: 15 All Resist: 12 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
17 amethyst 17 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gilarand the Ebonyborn [power 194] (15 cooldown) Gilarand the Ebonyborn [power 194] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% physical Ignore resists +20% darkness Accuracy +30 (+6 eff.) defense ------ Resistance +6% light Unlife -40.00 life Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 diamond 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. |
18 moonstone 18 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
31 quartz 31 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
3 zircon 3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Klunk the Orc Gunslinger level 10
27th Retaking 124th year of Ascendancy at 23:32 see stats
By Klunk the Orc Gunslinger level 30
28th Pain 124th year of Ascendancy at 15:28 see stats
By Klunk the Orc Gunslinger level 13
40th Retaking 124th year of Ascendancy at 01:16 see stats
By Klunk the Orc Gunslinger level 30
25th Pain 124th year of Ascendancy at 22:11 see stats
By Klunk the Orc Gunslinger level 27
17th Pain 124th year of Ascendancy at 01:16 see stats
By Klunk the Orc Gunslinger level 32
2nd Dearth 124th year of Ascendancy at 17:34 see stats
By Klunk the Orc Gunslinger level 10
18th Retaking 124th year of Ascendancy at 05:02 see stats
By Klunk the Orc Gunslinger level 20
15th Revenge 124th year of Ascendancy at 16:59 see stats
By Klunk the Orc Gunslinger level 30
24th Pain 124th year of Ascendancy at 22:13 see stats
By Klunk the Orc Gunslinger level 40
34th Destruction 124th year of Ascendancy at 13:17 see stats
By Klunk the Orc Gunslinger level 50
22nd Remembrance 125th year of Ascendancy at 21:11 see stats
By Klunk the Orc Gunslinger level 50
22nd Remembrance 125th year of Ascendancy at 21:50 see stats
By Klunk the Orc Gunslinger level 35
35th Dearth 124th year of Ascendancy at 22:53 see stats
By Klunk the Orc Gunslinger level 30
36th Pain 124th year of Ascendancy at 09:43 see stats
By Klunk the Orc Gunslinger level 23
13rd Pain 124th year of Ascendancy at 18:56 see stats
By Klunk the Orc Gunslinger level 50
33rd Remembrance 125th year of Ascendancy at 17:25 see stats
By Klunk the Orc Gunslinger level 40
38th Destruction 124th year of Ascendancy at 23:33 see stats
By Klunk the Orc Gunslinger level 43
46th Destruction 124th year of Ascendancy at 22:03 see stats
By Klunk the Orc Gunslinger level 26
16th Pain 124th year of Ascendancy at 05:00 see stats
By Klunk the Orc Gunslinger level 50
34th Remembrance 125th year of Ascendancy at 08:57 see stats
By Klunk the Orc Gunslinger level 41
39th Destruction 124th year of Ascendancy at 21:17 see stats
By Klunk the Orc Gunslinger level 21
17th Revenge 124th year of Ascendancy at 21:54 see stats
By Klunk the Orc Gunslinger level 32
2nd Dearth 124th year of Ascendancy at 15:56 see stats
Log
Talent Implant: Medical Injector is ready to use.
Klunk wears (replacing throat-seeking stralite steamgun of true flight ): swiftstrike voratun steamgun of true flight.
You detach well-made acid groove from your throat-seeking stralite steamgun of true flight.
You attach well-made acid groove to your swiftstrike voratun steamgun of true flight .
Klunk wears (replacing swiftstrike voratun steamgun of true flight ): throat-seeking stralite steamgun of true flight.
You detach well-made acid groove from your swiftstrike voratun steamgun of true flight.
You attach well-made acid groove to your throat-seeking stralite steamgun of true flight .
Klunk is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Medical Injector is ready to use.
Klunk uses a pain suppressor salve.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Medical Injector is ready to use.
Klunk deactivates his cloak's restoration systems.