













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Items Vault 1.7.0Donators/Buyers bonus! Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! 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 Exploration |
Sex | Male |
Race | Orc |
Class | Psyshot |
Level / Exp | 50 / 102% |
Size | medium |
Lifes / Deaths | Killed by sun paladin recruit at level 16 on the 46th Retaking 124th year of Ascendancy at 22:04 / 97Killed by oozing horror at level 17 on the 3rd Revenge 124th year of Ascendancy at 19:15 Killed by ravaging entropic rip at level 17 on the 3rd Revenge 124th year of Ascendancy at 20:02 Killed by luminous horror at level 18 on the 5th Revenge 124th year of Ascendancy at 10:23 Killed by luminous horror at level 18 on the 5th Revenge 124th year of Ascendancy at 11:08 Killed by luminous horror at level 18 on the 5th Revenge 124th year of Ascendancy at 12:00 Killed by luminous horror at level 18 on the 5th Revenge 124th year of Ascendancy at 12:45 Killed by Lisydabeth the gigantic corrosive tunneler at level 19 on the 6th Revenge 124th year of Ascendancy at 19:39 Killed by Lisydabeth the gigantic corrosive tunneler at level 19 on the 6th Revenge 124th year of Ascendancy at 20:57 Killed by oozing horror at level 19 on the 7th Revenge 124th year of Ascendancy at 02:26 Killed by worm that walks at level 19 on the 7th Revenge 124th year of Ascendancy at 09:16 Killed by Beanonsum the shalore at level 22 on the 46th Revenge 124th year of Ascendancy at 02:40 Killed by Asimrthron the shalore at level 22 on the 46th Revenge 124th year of Ascendancy at 03:44 Killed by Asimrthron the shalore at level 22 on the 46th Revenge 124th year of Ascendancy at 05:00 Killed by Asimrthron the shalore at level 22 on the 46th Revenge 124th year of Ascendancy at 06:12 Killed by Asimrthron the shalore at level 22 on the 46th Revenge 124th year of Ascendancy at 07:31 Killed by Star Gazer at level 24 on the 28th Pain 124th year of Ascendancy at 21:21 Killed by Star Gazer at level 24 on the 28th Pain 124th year of Ascendancy at 22:48 Killed by orc pyromancer (subdued) at level 27 on the 32nd Pain 124th year of Ascendancy at 01:22 Killed by Mindcontrol Pillar at level 27 on the 32nd Pain 124th year of Ascendancy at 03:13 Killed by orc cryomancer (subdued) at level 27 on the 32nd Pain 124th year of Ascendancy at 04:39 Killed by Layina the ogre guard at level 27 on the 32nd Pain 124th year of Ascendancy at 14:40 Killed by Ssaea the human at level 28 on the 41st Pain 124th year of Ascendancy at 07:09 Killed by Irav the human at level 28 on the 41st Pain 124th year of Ascendancy at 08:30 Killed by Ssaea the human at level 28 on the 41st Pain 124th year of Ascendancy at 09:49 Killed by Liur the human at level 29 on the 1st Dearth 124th year of Ascendancy at 01:49 Killed by Breaine the human at level 29 on the 1st Dearth 124th year of Ascendancy at 02:56 Killed by Liur the human at level 29 on the 1st Dearth 124th year of Ascendancy at 04:03 Killed by Liur the human at level 29 on the 1st Dearth 124th year of Ascendancy at 05:13 Killed by Caisceac the human at level 29 on the 1st Dearth 124th year of Ascendancy at 18:53 Killed by Calesar the human at level 29 on the 7th Dearth 124th year of Ascendancy at 09:25 Killed by Ldiraath's Inner Demon at level 29 on the 12nd Dearth 124th year of Ascendancy at 09:59 Killed by High Sun Paladin Aeryn at level 31 on the 19th Dearth 124th year of Ascendancy at 05:34 Killed by High Sun Paladin Aeryn at level 31 on the 19th Dearth 124th year of Ascendancy at 07:16 Killed by High Sun Paladin Aeryn at level 31 on the 19th Dearth 124th year of Ascendancy at 08:51 Killed by High Sun Paladin Aeryn at level 31 on the 19th Dearth 124th year of Ascendancy at 10:29 Killed by High Sun Paladin Aeryn at level 31 on the 19th Dearth 124th year of Ascendancy at 12:10 Killed by elven astromancer at level 31 on the 19th Dearth 124th year of Ascendancy at 20:57 Killed by Silovena the sunwall archer at level 31 on the 19th Dearth 124th year of Ascendancy at 23:36 Killed by elven astromancer at level 31 on the 20th Dearth 124th year of Ascendancy at 00:44 Killed by Porerialaith the sun-mage at level 31 on the 20th Dearth 124th year of Ascendancy at 01:51 Killed by anorithil at level 31 on the 20th Dearth 124th year of Ascendancy at 02:59 Killed by Porerialaith the sun-mage at level 31 on the 20th Dearth 124th year of Ascendancy at 04:06 Killed by Porerialaith the sun-mage at level 31 on the 20th Dearth 124th year of Ascendancy at 04:06 Killed by Ivilaith the shalore liberator at level 32 on the 20th Dearth 124th year of Ascendancy at 18:22 Killed by Ivuda the sunwall archer at level 32 on the 21st Dearth 124th year of Ascendancy at 05:27 Killed by High Sun Paladin Aeryn at level 33 on the 22nd Dearth 124th year of Ascendancy at 19:23 Killed by High Sun Paladin Aeryn at level 33 on the 22nd Dearth 124th year of Ascendancy at 20:49 Killed by High Sun Paladin Aeryn at level 33 on the 22nd Dearth 124th year of Ascendancy at 22:12 Killed by High Sun Paladin Aeryn at level 33 on the 23rd Dearth 124th year of Ascendancy at 00:16 Killed by High Sun Paladin Aeryn at level 33 on the 23rd Dearth 124th year of Ascendancy at 01:34 Killed by luminous horror at level 34 on the 24th Dearth 124th year of Ascendancy at 07:11 Killed by ravaging entropic rip at level 34 on the 24th Dearth 124th year of Ascendancy at 08:31 Killed by retaliator of Atmos at level 35 on the 24th Dearth 124th year of Ascendancy at 18:05 Killed by Orraienc the human at level 37 on the 28th Dearth 124th year of Ascendancy at 02:18 Killed by greater multi-hued wyrm at level 38 on the 50th Dearth 124th year of Ascendancy at 05:52 Killed by Ureslak the Eternal at level 39 on the 51st Dearth 124th year of Ascendancy at 06:31 Killed by retaliator of Atmos at level 42 on the 10th Loss 124th year of Ascendancy at 05:44 Killed by luminous horror at level 47 on the 15th Loss 124th year of Ascendancy at 04:16 Killed by searing horror at level 47 on the 16th Loss 124th year of Ascendancy at 01:08 Killed by luminous horror at level 47 on the 16th Loss 124th year of Ascendancy at 02:28 Killed by luminous horror at level 47 on the 16th Loss 124th year of Ascendancy at 03:38 Killed by Sher'Tul High Priest at level 49 on the 17th Loss 124th year of Ascendancy at 20:04 Killed by Sher'Tul High Priest at level 49 on the 17th Loss 124th year of Ascendancy at 21:42 Killed by spiked tentacle at level 49 on the 17th Loss 124th year of Ascendancy at 23:40 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 03:55 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 05:40 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 07:44 Killed by spiked tentacle at level 49 on the 18th Loss 124th year of Ascendancy at 09:24 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 10:49 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 12:04 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 13:24 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 14:38 Killed by spiked tentacle at level 49 on the 18th Loss 124th year of Ascendancy at 15:53 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 17:00 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 18:45 Killed by spiked tentacle at level 49 on the 18th Loss 124th year of Ascendancy at 20:02 Killed by Sher'Tul High Priest at level 49 on the 18th Loss 124th year of Ascendancy at 21:24 Killed by spiked tentacle at level 49 on the 18th Loss 124th year of Ascendancy at 22:56 Killed by spiked tentacle at level 49 on the 19th Loss 124th year of Ascendancy at 00:08 Killed by spiked tentacle at level 49 on the 19th Loss 124th year of Ascendancy at 01:30 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 02:41 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 03:42 Killed by spiked tentacle at level 49 on the 19th Loss 124th year of Ascendancy at 05:29 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 07:01 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 08:18 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 10:32 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 12:49 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 14:16 Killed by spiked tentacle at level 49 on the 19th Loss 124th year of Ascendancy at 17:20 Killed by spiked tentacle at level 49 on the 19th Loss 124th year of Ascendancy at 18:29 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 20:05 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 22:10 Killed by Sher'Tul High Priest at level 49 on the 19th Loss 124th year of Ascendancy at 23:33 Killed by Sher'Tul High Priest at level 49 on the 20th Loss 124th year of Ascendancy at 01:41 Killed by Sher'Tul High Priest at level 49 on the 20th Loss 124th year of Ascendancy at 03:28 Killed by Sher'Tul High Priest at level 49 on the 20th Loss 124th year of Ascendancy at 05:26 |
Primary Stats
Strength | 18 (base 16) |
Dexterity | 73 (base 60) |
Constitution | 43 (base 36) |
Magic | 9 (base 10) |
Willpower | 82 (base 47) |
Cunning | 98 (base 60) |
Resources
Life | 1237/1237 |
Steam | 124/124 |
Equilibrium | 20 |
Psi | 147/147 |
Healing Factor | 1.3897742564935 |
Regeneration | 33.702025719968 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 8 |
See Stealth | 25 |
See Invisible | 25 |
Offense: Mainhand
Damage | 65 |
Accuracy | 67 |
Crit Chance | 43% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 69 |
Crit Chance | 31% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Mind | +37% |
Acid | +21% |
Light | +21% |
Nature | +30% |
Lightning | +9% |
Arcane | +15% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +67% |
Nature | +57% |
Mind | +107% |
All | +42% |
Defense: Base
Armour (hardiness) | 13 (69.687909656376%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 29 |
Mental Save | 45 |
Defense: Resistances
Darkness | + 50%( 70%) |
Light | + 61%( 70%) |
Temporal | + 50%( 70%) |
Blight | + 60%( 70%) |
Mind | + 48%( 70%) |
Cold | + 51%( 70%) |
All | + 45%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Bleed Resistance | 40% |
Knockback Resistance | 30% |
Stun Resistance | 53% |
Disarm Resistance | 40% |
Poison Resistance | 40% |
Blind Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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 Cunning 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 133% efficiency and cooldown mod of 97%. Its effects scale with your Constitution 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 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Psytech gunnery | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Psionic / Gestalt | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Race / Orc | 1.00 |
| 2/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Molten Iron Blood |
talent | Elemental Harmony |
talent | Gestalt |
talent | Mechanical Arms |
beneficial effect | Steampower increased by 25. Gestalt |
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 |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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. | active |
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 | ![]() 2.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +12 Dex defense ------ Armor +5 Defense +16 (+4 eff.) other ------- Talents +1 Rocket Boots Disengage: Puts all charms on 15 cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. 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. A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Ego+] Nature/Master Weapon Damage 60.5 - 72.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +17.0% Capacity 23 On-ranged-hit +13 nature On Crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Voltaic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +8% blight +3% all Spell save +7 (+3 eff.) Life Regen +6.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +8 Sight +1 See Stealth +25 See Invis +25 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Talents +1 Sand Shredder Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +21% acid +27% mind Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 41 defense ------ Resistance +6% mind +9% darkness Blast the opponent's mind dealing 418 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +10 (+3 eff.) Damage +11% light Ignore resists +25% mind defense ------ Fatigue -5% Resistance +22% light Life Regen +2.00 Stun Resist +23% other ------- Encumbrance +23 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +10 (+3 eff.) defense ------ Life +72.00 Life Regen +12.00 Healmod +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-crit, radius 2 +16 light On Hit: * splashes acid on your target dealing 42 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Damage +15% arcane Ignore resists +8% all Accuracy +17 (+4 eff.) Ignore Armor +10 When Hit 6 temporal defense ------ Resistance +6% light +9% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+1 eff.) Against +17% Summoned defense ------ Resist Against +24% Summoned Physical save +5 (+2 eff.) other ------- Talents +2 Thunder Grenade A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +12 blight On-Hit, radius 1 +20 lightning On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +10% nature +9% lightning Ignore resists +25% blight When Hit 4 mind defense ------ Resistance +19% blight Disease Resist +25% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+3 eff.) defense ------ Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Has a 50% chance each turn to slash an adjacent enemy for 187 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 | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+5 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+15 eff.) Steampower +40 (+8 eff.) Spellpower +40 (+13 eff.) Mindpower +40 (+9 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +12% darkness Blind Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +7 (+4 eff.) Damage +3% light Ignore resists +5% acid When Hit 6 acid defense ------ Spell save +11 (+5 eff.) Silence Resist +20% other ------- Mana/turn +0.18 Max stamina +13.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +5 (+2 eff.) Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 10 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! |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 3 mind 3 darkness Damage +4% mind +3% darkness defense ------ Life +17.00 Life Regen +0.80 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) defense ------ Physical save +5 (+2 eff.) Spell save +8 (+4 eff.) Mind save +6 (+2 eff.) other ------- Equi when Hit +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +2 Cun +3 Con defense ------ Defense +2 (+1 eff.) other ------- Light +3 See Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +3 Mag +2 Wil +4 Con offense ------ Mind Crit +4% Mindpower +4 (+1 eff.) Damage +27% cold defense ------ Resistance +16% darkness +40% cold +17% mind +15% all Physical save +16 (+7 eff.) Spell save +18 (+9 eff.) Mind save +54 (+17 eff.) other ------- Infravision +2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 9 temporal 10 darkness 15 mind On-Ranged-Hit 8 temporal Damage +4% temporal On-Hit (Melee): * 12% chance to reduce all saves and defense by 41 defense ------ Armor +2 Resistance +8% temporal Mind save -13 (-5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-5 eff.) Spellpower -10 (-4 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-2 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. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +8% temporal A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% nature defense ------ Defense +1 (+1 eff.) Resistance +15% nature A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Ego] Master While equipped: other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +8% blight Life +58.00 Life Regen +7.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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. |
potent healing salve [power 198] potent healing salve [power 198]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 198 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 29.5 - 35.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +5 light Damage Against +5% Undead On-Hit, radius 1 +7 fire While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego] Arcane/Master Weapon Damage 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +5 Critical Rate +5.5% Capacity 22 On-Hit, radius 1 +9 fire While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 On-ranged-hit +7 nature While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Ldiraath the Orc Psyshot level 11
20th Retaking 124th year of Ascendancy at 04:06 see stats
By Ldiraath the Orc Psyshot level 16
48th Retaking 124th year of Ascendancy at 15:31 see stats
By Ldiraath the Orc Psyshot level 29
12nd Dearth 124th year of Ascendancy at 14:16 see stats
By Ldiraath the Orc Psyshot level 50
20th Loss 124th year of Ascendancy at 10:41 see stats
By Ldiraath the Orc Psyshot level 10
17th Retaking 124th year of Ascendancy at 21:18 see stats
By Ldiraath the Orc Psyshot level 20
7th Revenge 124th year of Ascendancy at 22:04 see stats
By Ldiraath the Orc Psyshot level 30
12nd Dearth 124th year of Ascendancy at 14:31 see stats
By Ldiraath the Orc Psyshot level 40
2nd Loss 124th year of Ascendancy at 02:06 see stats
By Ldiraath the Orc Psyshot level 50
20th Loss 124th year of Ascendancy at 06:40 see stats
By Ldiraath the Orc Psyshot level 45
12nd Loss 124th year of Ascendancy at 12:20 see stats
By Ldiraath the Orc Psyshot level 28
32nd Pain 124th year of Ascendancy at 17:08 see stats
By Ldiraath the Orc Psyshot level 47
16th Loss 124th year of Ascendancy at 03:32 see stats
By Ldiraath the Orc Psyshot level 49
20th Loss 124th year of Ascendancy at 06:40 see stats
By Ldiraath the Orc Psyshot level 33
23rd Dearth 124th year of Ascendancy at 02:37 see stats
By Ldiraath the Orc Psyshot level 29
12nd Dearth 124th year of Ascendancy at 07:03 see stats
By Ldiraath the Orc Psyshot level 34
23rd Dearth 124th year of Ascendancy at 06:44 see stats
By Ldiraath the Orc Psyshot level 21
27th Revenge 124th year of Ascendancy at 19:06 see stats
Log
Ldiraath deactivates Molten Iron Blood.
A psionic shield forms around Ldiraath.
Ldiraath activates Molten Iron Blood.
Ldiraath deactivates Elemental Harmony.
Ldiraath activates Elemental Harmony.
Ldiraath deactivates Gestalt.
Ldiraath activates Gestalt.
Ldiraath deactivates Mechanical Arms.
Ldiraath activates Mechanical Arms.
You don't see how to get there...
You don't see how to get there...
The psionic shield around Ldiraath crumbles.
Talent Improved Gestalt is ready to use.
Today is the 38th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Resting starts...
Rested for 9 turns (stop reason: all resources and life at maximum).
Today is the 39th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 40th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 41st Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 42nd Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 43rd Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 44th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Ran for 54 turns (stop reason: hostile spotted to the west (Sun Paladins patrol)).
Ran for 2 turns (stop reason: hostile spotted to the west (Sun Paladins patrol)).
A psionic shield forms around Ldiraath.