















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
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: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 50 / 735% |
| Size | huge |
| Lifes / Deaths | Killed by Adoth the worm that walks at level 50 on the 5th Dearth 125th year of Ascendancy at 23:18 / 1 |
Primary Stats
| Strength | 141 (base 60) |
| Dexterity | 58 (base 29) |
| Constitution | 74 (base 60) |
| Magic | 15 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 73 (base 60) |
Resources
| Life | -7/1639 |
| Steam | 88/124 |
| Healing Factor | 1.5451680505321 |
| Regeneration | 5.485346579389 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7.1749015732775 |
| See Invisible | 9 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 61 |
| Crit Chance | 66% |
| APR | 37 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 90 |
| Accuracy | 61 |
| Crit Chance | 66% |
| APR | 37 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Fire | +28% |
| All | +18% |
Offense: Damage Penetration
| Physical | +7% |
| Fire | +7% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 86.08934837382 (81.151787968034%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 11 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 64%( 70%) |
| Darkness | + 42%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 38%( 70%) |
| Mind | + 51%( 70%) |
| All | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Pinning Resistance | 50% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.8 steam per turn. Can be activated for an instant burst of 79 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 221% efficiency and cooldown mod of 72%. 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 162% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 539 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Steamtech / Furnace | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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 |
Proceed directly to the next Infinite Dungeon level in less than 266 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 75): Rush Hour (266)Turns left: 64 You completed the challenge and received: +1 Generic Point | 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 |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +8, Dex +10 offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+3 eff.) Fatigue +8% Pinning Resist +50% other ------- Talents +5 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | ethereal dwarven lantern of corpselight0.0 Encumbrance T5 lite [Ego++] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +5% Spellpower +17 (+7 eff.) defense ------ Resistance +11% blight, +11% darkness other ------- Light +7 Infravision +4 See Invisibility +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 39 blight damage or heals 49 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +5, Con +5 defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +6, Dex +6 offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% other ------- Talents +5 Project Saw Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | focusing voratun torque of psionic shield [power 155] (25 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 155 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +9 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats Str +6, Dex +6, Wil +6, Cun +6 Lck -10 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 | voratun amulet of perfection (0.40 Technique / Conditioning,0.40 Steamtech / Furnace)0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.40 Technique/Conditioning +0.40 Steamtech/Furnace Amulets make your neck look great! |
| In main hand | Polomirin the Stormstone (150% power, 20 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +109 Ignore Shields +30% On-hit +8 blight On Critical: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 Uses 1.0 Steam While equipped: Stats Con +3, Wil +6 offense ------ Spellpower +20 (+8 eff.) Damage +6% lightning Ignore Shields +32% defense ------ Armor +6 Defense +10 (+4 eff.) Fatigue +12% Resistance +5% arcane, +15% lightning other ------- Infravision +3 Talents +3 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! |
| Around waist | monstrous drakeskin leather belt of resilience 1.0 Encumbrance T5 belt armor [Ego+] Nature While equipped: Stats Str +4, Con +5 offense ------ Physical Power +9 (+2 eff.) defense ------ Physical save +10 (+3 eff.) Life +53.00 other ------- Size +1 A belt that goes around your waist. |
| In off hand | quick voratun steamsaw of ruin (150% power, 20 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Master/Steamtech Weapon Damage 150% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +88 Uses 1.0 Steam While equipped: Stats Dex +6 offense ------ Physical Crit +15.0% Critical power +31.00% Combat Speed +10% Accuracy +22 (+5 eff.) Ignore Armor +8 defense ------ Armor +6 Defense +10 (+4 eff.) Fatigue +12% other ------- Talents +3 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! |
| Cloak | Cloak of Daggers (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats Cun +6 offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+4 eff.) Resistance +30% lightning, +0% cold +0% nature Physical save +10 (+3 eff.) Stun Resist +50% Has a 50% chance each turn to slash an adjacent enemy for 176 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | rejuvenating voratun plate armour of Eyal (0 def, 24 armour) 17.0 Encumbrance T5 massive armor [Ego+] Nature While equipped: defense ------ Armor +24 Fatigue +22% Crit Resistance 28.00% Life +20.00 Life Regen +3.30 Healmod +15% other ------- Stamina/turn +1.70 A suit of armour made of metal plates. |
Inventory
steam generator implant of the warrior (steam 13)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 322; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 322 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 367; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 20; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 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. |
schematic: Back Support0.1 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: Corrosive 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: Crystal Plating0.1 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: Deflection Field0.1 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: 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: Fatal Attractor0.1 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: 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. |
2 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. |
schematic: Hand Cannon0.1 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: Headlamp0.1 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: 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: 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. |
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: 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. |
3 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. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 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. |
3 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 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: 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. |
warrior's copper amulet of mastery (0.11 Steamtech / Butchery)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Masteries +0.11 Steamtech/Butchery Amulets make your neck look great! |
Govon the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats Con +2, Mag +8 offense ------ Physical Crit +5.0% Damage +6% physical When Hit 4 physical other ------- Max stamina +20.00 Amulets make your neck look great! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet of mastery (0.12 Steamtech / Furnace)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Steamtech/Furnace Amulets make your neck look great! |
gold amulet of healing0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +15% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 160 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful stralite amulet of murder0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +14.00% Accuracy +7 (+2 eff.) Ignore Armor +14 defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
mindweaver's voratun amulet of constitution (+3)0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats Con +5, Wil +3 offense ------ Mindpower +11 (+6 eff.) defense ------ Mind save +9 (+5 eff.) Confus Resist +16% Amulets make your neck look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.37 cold and 12.37 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats Cun +4 offense ------ Damage +10% cold defense ------ Defense +8 (+3 eff.) Resistance +20% cold Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Voryba the Scorpionripper0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% physical Ignore resists +20% cold On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +12% physical, +12% nature +6% cold Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
psionicist's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Wil +5 offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +10 (+5 eff.) defense ------ Mind save +10 (+5 eff.) Rings make your fingers look great! |
warrior's stralite ring of fire (+30%)0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats Str +9 offense ------ Damage +15% fire defense ------ Armor +18 Resistance +30% fire Rings make your fingers look great! |
painweaver's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +16 (+4 eff.) Spellpower +14 (+6 eff.) Mindpower +14 (+7 eff.) Damage +6% all Rings make your fingers look great! |
treant's voratun ring of light (+10%)0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Nature While equipped: offense ------ Damage +14% light defense ------ Resistance +10% blight, +7% nature +28% light Poison Resist +22% Disease Resist +21% Rings make your fingers look great! |
The Twisted Blade (161% power, 24 apr)3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Weapon Damage 162% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Lifesteal +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +18 Defense +14 (+5 eff.) Fatigue +15% other ------- 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... |
stormbringer's voratun steamsaw of lightning resistance (+15%) (151% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 On-crit, radius 2 +27 lightning, +22 cold Uses 1.0 Steam While equipped: offense ------ Move Speed +22% Ignore resists +9% lightning, +18% cold defense ------ Armor +6 Defense +10 (+4 eff.) Fatigue +12% Resistance +15% lightning other ------- Talents +3 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! |
wrathful voratun steamsaw of ruin (65% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 149% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +90 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +11.0% Critical power +19.00% Ignore Armor +9 On shield block: * Deals 93 light and fire damage to each enemy blocked defense ------ Armor +6 Defense +10 (+4 eff.) Fatigue +12% Resistance +8% light, +12% fire other ------- Talents +3 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! |
hardened leather belt 'Glimmernight'1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats Con +1 offense ------ Mindpower +4 (+2 eff.) Damage +3% light Ignore resists +5% light Accuracy +5 (+1 eff.) defense ------ Defense +20 (+7 eff.) Resistance +12% mind, +2% physical Physical save +22 (+7 eff.) A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +0% nature, +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Liquid Metal Cloak (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+7 eff.) Resistance +15% physical Physical save +40 (+12 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 58 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. |
Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Cun +10, Mag +10 offense ------ Spellpower +20 (+8 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+5 eff.) Resistance +30% light, +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
undeterred pair of drakeskin leather boots of invasion (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore resists +10% physical defense ------ Armor +5 Silence Resist +24% Confus Resist +20% Stun Resist +32% A pair of boots made of leather. |
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 Str +4 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: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 235.70 physical damage and knocking targets back 5 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. |
augmenting elven-silk wizard hat of arcana (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane While equipped: Stats Mag +6, Wil +6 offense ------ Spellpower +5 (+2 eff.) Damage +15% acid, +13% lightning +15% cold, +11% arcane +12% fire defense ------ Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats Wil +4 offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-5 eff.) Mindpower -10 (-5 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
3 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. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+8 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+8 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
11 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. |
3 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. |
5 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+9 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+9 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
Glowing Core1.0 Encumbrance T4 white gem [Unique] Arcane While equipped: Resistance +50% light, +50% fire Affinity +20% light, +20% fire Blind Resist +100% See Invisibility +20 While carried: Light +2 Item imbue powers: Resistance +50% light, +50% fire Affinity +20% light, +20% fire Blind Resist +100% Light +4 See Invisibility +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
119 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. |
Corruptionknight the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Ignore resists +5% fire On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +20% nature Mind save +8 (+4 eff.) other ------- Light +4 See Stealth +16 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
stralite grapple0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +4 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] 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. |
amazing fiery salve [power 50] amazing fiery salve [power 50]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Remove 3 magical effects and grants a fiery aura (50% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 26] simple frost salve [power 26]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Remove 1 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great frost salve [power 44] great frost salve [power 44]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Remove 2 physical effects and grants a frost aura (44% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 50] amazing frost salve [power 50]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Remove 3 physical effects and grants a frost aura (50% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great healing salve [power 618] great healing salve [power 618]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Heal 618 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing healing salve [power 718] amazing healing salve [power 718]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Heal 718 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
great pain suppressor salve [power 538] great pain suppressor salve [power 538]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Let you fight up to -538 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 32] potent water salve [power 32]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Remove 1 mental effects and grants a water aura (32% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 50] amazing water salve [power 50]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 221% efficiency and 72% cooldown modifier. Remove 3 mental effects and grants a water aura (50% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats Str +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats Cun +5 offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+4 eff.) Mindpower +10 (+5 eff.) On-Hit 25 phys.bleed Damage +10% temporal, +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick elven-wood totem of healing [power 290] (12 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness, +12% light Spell save +15 (+12 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 91 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
focusing dragonbone wand of shielding [power 464] (20 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 464 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Orkish the Orc Sawbutcher level 11
25th Retaking 124th year of Ascendancy at 05:16 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Orkish the Orc Sawbutcher level 13
29th Retaking 124th year of Ascendancy at 17:27 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Orkish the Orc Sawbutcher level 31
39th Pain 124th year of Ascendancy at 17:39 see stats
Level 10 (Roguelike)
Got a character to level 10.By Orkish the Orc Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 13:12 see stats
Level 20 (Roguelike)
Got a character to level 20.By Orkish the Orc Sawbutcher level 20
48th Retaking 124th year of Ascendancy at 03:51 see stats
Level 30 (Roguelike)
Got a character to level 30.By Orkish the Orc Sawbutcher level 30
46th Revenge 124th year of Ascendancy at 18:40 see stats
Level 40 (Roguelike)
Got a character to level 40.By Orkish the Orc Sawbutcher level 40
20th Remembrance 125th year of Ascendancy at 01:34 see stats
Level 50 (Roguelike)
Got a character to level 50.By Orkish the Orc Sawbutcher level 50
5th Retaking 125th year of Ascendancy at 21:03 see stats
Once Upon A Time, In the West... (Roguelike)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Orkish the Orc Sawbutcher level 50
37th Retaking 125th year of Ascendancy at 23:42 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 Orkish the Orc Sawbutcher level 49
5th Retaking 125th year of Ascendancy at 21:03 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Orkish the Orc Sawbutcher level 29
35th Revenge 124th year of Ascendancy at 11:53 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Orkish the Orc Sawbutcher level 32
39th Pain 124th year of Ascendancy at 19:04 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 Orkish the Orc Sawbutcher level 50
10th Retaking 125th year of Ascendancy at 11:52 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Orkish the Orc Sawbutcher level 34
14th Dearth 124th year of Ascendancy at 00:03 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By Orkish the Orc Sawbutcher level 45
50th Remembrance 125th year of Ascendancy at 00:40 see stats
To the Bitter End (Roguelike)
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Orkish the Orc Sawbutcher level 50
11st Retaking 125th year of Ascendancy at 03:35 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Orkish the Orc Sawbutcher level 36
19th Loss 124th year of Ascendancy at 23:28 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Orkish the Orc Sawbutcher level 16
42nd Retaking 124th year of Ascendancy at 20:21 see stats
Log
Orkish performs a melee critical strike against Adoth the worm that walks!
Adoth the worm that walks HEALS from blight damage!
Orkish hits Adoth the worm that walks for 78 physical, 2 blight, 41 physical (120 total damage).
Adoth the worm that walks summons a Fire Drake!
Rimebark uses Winter's Fury.
Fire drake starts to bleed.
Orkish's Cloak of Daggers lashes out, cutting Fire drake!
Bleeding from Orkish hits Adoth the worm that walks for 20 physical damage.
Orkish hits Fire drake for 99 physical damage.
Orkish stops regenerating health quickly.
Worm Rot from Adoth the worm that walks hits Orkish for 51 blight, 48 acid (100 total damage).
Wretch titan's acid area effect hits Adoth the worm that walks for 22 acid damage.
Wretch titan's acid area effect hits Fire drake for 47 acid damage.
Wretch titan's acid area effect hits Orkish for 41 acid damage.
Orkish uses To The Arms.
Adoth the worm that walks shrugs off the effect 'To The Arms'!
Adoth the worm that walks HEALS from blight damage!
Orkish hits Adoth the worm that walks for 73 physical, 2 blight (75 total damage).
Fire drake roars!
Orkish wanders around!
Fire drake hits Orkish for 693 physical damage.
Bleeding from Orkish hits Fire drake for 10 physical damage.
Adoth the worm that walks casts Drain.
Adoth the worm that walks's spell attains critical power!
Adoth the worm that walks is surging arcane power.
Adoth the worm that walks hits Orkish for 292 blight, 238 blight, 11 blight, 40 blight, 24 fire (605 total damage).
Orkish the level 50 orc sawbutcher was slowly cooked to death by Adoth the worm that walks on level 76 of Infinite Dungeon.
A carrion worm mass bursts out of Orkish!
Orkish is free from the worm rot.






























































































































