Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 50 / 1576% |
| Size | medium |
| Lifes / Deaths | Killed by Tynk's Inner Demon at level 49 on the 14th Remembrance 125th year of Ascendancy at 03:42 / 1 |
Primary Stats
| Strength | 141 (base 60) |
| Dexterity | 64 (base 29) |
| Constitution | 76 (base 60) |
| Magic | 9 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 86 (base 60) |
Resources
| Life | 1574/1574 |
| Stamina | 264/264 |
| Healing Factor | 1.024 |
| Regeneration | 6.4 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +580.88952288118% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 12 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 214 |
| Accuracy | 58 |
| Crit Chance | 38% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 99 |
| Accuracy | 58 |
| Crit Chance | 69% |
| APR | 71 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| All | +8% |
Offense: Damage Penetration
| All | +11% |
Defense: Base
| Armour (hardiness) | 115.72307323196 (93.924050632911%) |
| Defense | 63 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 77 |
| Spell Save | 28 |
| Mental Save | 43 |
Defense: Resistances
| All | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 81% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
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 17.4 steam per turn. Can be activated for an instant burst of 87 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 122% efficiency and cooldown mod of 54%. |
| 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 124% efficiency and cooldown mod of 51%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Steam Powered Armour |
| talent | Tempest of Metal |
| talent | Grinding Shield |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Furnace |
| talent | Saw Wheels |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | 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 |
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. | active |
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) Steam Powered Boots (8 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +100% Generate 7 steam each time you walk. Boots. But with steam power! |
| Light source | dreamer's dwarven lantern of the zealot dreamer's dwarven lantern of the zealotInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+3 eff.) Mental save: +9 (+3 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +8% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+5 eff.) Blindness immunity: +100% A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +4 Spring Grapple Critical mult.: +30.00% Disarm immunity: +100% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.4 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | gladiator's voratun ring of pilfering gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +14 Physical power: +14 (+3 eff.) Defense: +12 (+3 eff.) Changes stats: +9 Str / +8 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 can have magical properties. |
| On fingers | Vorothra VorothraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +3% temporal / +2% physical Physical save: +3 (+1 eff.) Spell save: +9 (+4 eff.) Blindness immunity: +5% Disease immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +31% Life regen: +4.80 Rings can have magical properties. |
| Around neck | Gardanion, the Light of God Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+7 eff.) Spellpower: +40 (+8 eff.) Mindpower: +40 (+12 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+10 eff.) "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
| In main hand | Stormcutter (45-67.5 power, 16 apr) Stormcutter (45-67.5 power, 16 apr) Requires: - Strength 48 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Base power: 45.0 - 67.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +3.0% Attack speed: 100% Block value: +100 On weapon hit: * deal lightning damage to the target based on cunning with a 25% chance to daze, and arc to up to 3 targets. Damage against: +35% Undead / +35% Demon / +35% Horror Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +20% lightning Changes damage: +20% lightning Talent granted: +3 Block "Great for combat, cooking, and shaving! We accept no responsibility for ruined follicles." |
| Around waist | Emblem of Evasion Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +55% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Grinder (36-54 power, 40 apr) Grinder (36-54 power, 40 apr) Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 36.0 - 54.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +40 Crit. chance: +34.0% Attack speed: 100% Block value: +50 Lifesteal (this weapon only): +5% Damage (Melee): +10 % chance of gloom effects Attacks use: 1.0 Steam When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Fatigue: +10% Talent granted: +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
| Cloak | Liquid Metal Cloak (20 def, 10 armour) Liquid Metal Cloak (20 def, 10 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+5 eff.) Changes resistances: +15% physical / +25% nature / +25% cold Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+8 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: 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 69 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. |
| Main armor | Steam Powered Armour (23 def, 35 armour) Steam Powered Armour (23 def, 35 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical power: +22 (+4 eff.) Armour: +35 Defense: +23 (+5 eff.) Fatigue: +12% Damage when hit (Melee): 0 physical Changes stats: +9 Str / +6 Dex Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Reduces incoming crit damage: 35.00% Physical save: +55 (+11 eff.) Stun/Freeze immunity: +50% Steampower: +22 (+6 eff.) Maximum steam: +15.00 Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
heroism infusion of the sneak (+19 for 10 turns, die at -461) heroism infusion of the sneak (+19 for 10 turns, die at -461)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -461 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+17 for 11 turns, die at -789) heroism infusion of the titan (+17 for 11 turns, die at -789)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -789 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (569% speed; 6 turns) movement infusion (569% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Arolekor the steel amulet Arolekor the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +14% lightning Poison immunity: +15% Silence immunity: +5% Stun/Freeze immunity: +30% Amulets can have magical properties. |
Radhidunarek the stralite amulet Radhidunarek the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Mag / +2 Wil / +5 Cun Changes resistances cap: +4% all Changes damage: +6% light / +4% temporal / +4% darkness / +6% physical Physical save: +15 (+3 eff.) Maximum psi: +10.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mindpower: +4 (+2 eff.) Amulets can have magical properties. |
Strikeusher the gold amulet Strikeusher the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +3 Con Changes resistances: +3% lightning / +10% cold / +10% fire / +6% physical Changes resistances penetration: +10% lightning Changes damage: +9% darkness Life regen: +0.90 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Rainbrawn RainbrawnInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes stats: +6 Wil Changes resistances: +3% nature Changes damage: +6% nature / +6% mind Mental save: +12 (+4 eff.) Rings can have magical properties. |
Ring of Lost Love Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John, costing 80 power out of 100/100. 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" |
gold ring of blinding strikes gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Effects on ranged hit: * 12% chance to blind Rings can have magical properties. |
painweaver's stralite ring of blinding strikes painweaver's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to blind Effects on ranged hit: * 22% chance to blind Changes damage: +6% all Spellpower: +5 (+2 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
treant's voratun ring of life treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +23% Disease immunity: +19% Life regen: +0.70 Maximum life: +78.00 Healing mod.: +21% Rings can have magical properties. |
The Twisted Blade (50-75 power, 24 apr) The Twisted Blade (50-75 power, 24 apr)Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 50.0 - 75.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 On weapon kill: * Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% Burst (radius 1) on hit: +0 20% chance of physical repulsion Damage against: +0% Undead / +0% Demon / +0% Horror Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +14 (+3 eff.) Fatigue: +15% Talent granted: +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... |
acidic dwarven-steel steamsaw of dampening (17-25.5 power, 14 apr) acidic dwarven-steel steamsaw of dampening (17-25.5 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 17.0 - 25.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 14 acid Changes resistances: +11% acid / +9% fire / +11% lightning / +7% cold Talent granted: +2 Block Spell save: +7 (+3 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
balanced stralite steamsaw of reflection (29.5-44.25 power, 19 apr) balanced stralite steamsaw of reflection (29.5-44.25 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 29.5 - 44.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +70 Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +5 Defense: +15 (+3 eff.) Fatigue: +10% Changes resistances: +14% light / +13% darkness Talent granted: +2 Block Disarm immunity: +31% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
balanced voratun steamsaw of earthen fury (38-57 power, 25 apr) balanced voratun steamsaw of earthen fury (38-57 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.0 - 57.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +110 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +18 Armour Hardiness: +8% Defense: +22 (+5 eff.) Fatigue: +12% Changes resistances: +20% physical Talent granted: +3 Block Disarm immunity: +37% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
crackling steel steamsaw of radiance (14-21 power, 8 apr) crackling steel steamsaw of radiance (14-21 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 14% chance to blind * 12% chance to daze at end of turn Changes stats: +2 Dex / +2 Mag / +4 Con Changes resistances: +10% light / +10% lightning Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
insidious steel steamsaw of crippling (14-21 power, 8 apr) insidious steel steamsaw of crippling (14-21 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +20 On weapon crit: * cripple the target Damage (Melee): +20 insidious poison Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +6.0% Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw 'Belitira' (29-43.5 power, 19 apr) stralite steamsaw 'Belitira' (29-43.5 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 29.0 - 43.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +71 On weapon hit: * applies a stacking poison dealing 20 damage per turn Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +3% blight / +9% lightning Talent granted: +2 Block Physical save: +6 (+1 eff.) Spell save: +9 (+4 eff.) Cut immunity: +15% Maximum life: +88.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
warded voratun steamsaw of rage (40.5-60.75 power, 25 apr) warded voratun steamsaw of rage (40.5-60.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +2 Str Maximum wards: +1 lightning / +2 temporal / +1 blight / +2 fire / +1 cold Changes damage: +9% physical Talents granted: +1 Ward +3 Block Stamina when hit: +0.70 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
hardened leather belt 'Sunweeper' hardened leather belt 'Sunweeper'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% fire Changes damage: +3% mind Grants telepathy: Humanoid/Orc Life regen: +1.40 Hate when firing a critical mind attack: +2.00 Mindpower: +8 (+3 eff.) Healing mod.: +15% A belt that goes around your waist. |
Xaneriwyn the pair of hardened leather boots (0 def, 3 armour) Xaneriwyn the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +6% mind / +6% cold Maximum encumbrance: +25 Physical save: +7 (+2 eff.) Spell save: +20 (+10 eff.) Mental save: +20 (+7 eff.) A pair of boots made of leather. |
Elewen the hardened leather gloves (0 def, 6 armour) Elewen the hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +6 Changes stats: +3 Str / +7 Dex / +4 Wil / +3 Cun Changes resistances: +6% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +0% Maximum life: +54.00 When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +3 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beloth the hardened leather cap (0 def, 3 armour) Beloth the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 blight Changes resistances: +9% light / +14% cold Changes damage: +3% blight Allows you to breathe in: water Blindness immunity: +5% Disarm immunity: +10% Stun/Freeze immunity: +5% A cap made of leather. |
Bloomwilder the hardened leather cap (0 def, 3 armour) Bloomwilder the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +2 Str / +4 Wil / +1 Con Changes resistances: +8% blight Mental save: +6 (+2 eff.) A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-3 eff.) 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. |
Furnacekiller (0 def, 4 armour) Furnacekiller (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +4 Fatigue: -2% Damage when hit (Melee): 8 fire Changes stats: +0 Cun / +5 Dex Changes resistances: +11% light / +7% fire / +13% darkness / +5% cold Mental save: +0 (+0 eff.) Silence immunity: +0% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic voratun plate armour of the dragon (9 def, 16 armour) prismatic voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +4 Str / +4 Con Changes resistances: +11% acid / +15% physical / +13% light / +18% darkness / +8% cold / +8% lightning / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +21% Knockback immunity: +28% A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of the dragon (5 def, 11 armour) rejuvenating dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 0 physical Changes stats: +3 Str / +3 Con Changes resistances: +7% acid / +11% physical / +7% cold / +8% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +26% Knockback immunity: +26% Life regen: +4.10 Stamina each turn: +1.20 A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
18 onyx 18 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
16 aquamarine 16 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli 17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
28 emerald 28 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 garnet 16 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 334/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 34] amazing fiery salve [power 34]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 124% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (34% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 34] amazing frost salve [power 34]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 124% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (34% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 411] amazing healing salve [power 411]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 124% efficiency and 51% cooldown modifier. It can be used to heal 411, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 360] amazing pain suppressor salve [power 360]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 124% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -360 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 143] amazing unstoppable force salve [power 143]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 124% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 143 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 34] amazing water salve [power 34]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 124% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (34% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
crude lightning coil crude lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel saw projector dwarven steel saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
mastercraft flash powder mastercraft flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coil mastercraft lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft waterproof coating mastercraft waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +20% nature / +20% cold Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal web powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
simple air recycler simple air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots steel rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
stralite grip stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite hand cannon stralite hand cannonPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Hand Cannon Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment stralite spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +16 Fatigue: +1% Damage when hit (Melee): 40 physical Tinkers can be attached to normal items to improve them with steam power! |
stralite viral needlegun stralite viral needlegunPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
stralite voltaic sentry stralite voltaic sentryPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch voratun shocking touchPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating well-made thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Burst (radius 1) on hit: +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
22 amethyst 22 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
28 quartz 28 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +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
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Tynk the Orc Sawbutcher level 40
12nd Destruction 124th year of Ascendancy at 07:06 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Tynk the Orc Sawbutcher level 11
42nd Retaking 124th year of Ascendancy at 22:55 see stats
Do not go gentle into that good night (Roguelike)
Trapped John.By Tynk the Orc Sawbutcher level 37
1st Destruction 124th year of Ascendancy at 23:14 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Tynk the Orc Sawbutcher level 27
17th Dearth 124th year of Ascendancy at 21:02 see stats
I did not want that! (Roguelike)
Tricked Nektosh into killing one of his own people.By Tynk the Orc Sawbutcher level 15
51st Retaking 124th year of Ascendancy at 14:54 see stats
Imp'ing Away (Roguelike)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Tynk the Orc Sawbutcher level 50
30th Remembrance 125th year of Ascendancy at 23:04 see stats
Level 10 (Roguelike)
Got a character to level 10.By Tynk the Orc Sawbutcher level 10
29th Retaking 124th year of Ascendancy at 19:29 see stats
Level 20 (Roguelike)
Got a character to level 20.By Tynk the Orc Sawbutcher level 20
32nd Revenge 124th year of Ascendancy at 14:36 see stats
Level 30 (Roguelike)
Got a character to level 30.By Tynk the Orc Sawbutcher level 30
30th Dearth 124th year of Ascendancy at 08:54 see stats
Level 40 (Roguelike)
Got a character to level 40.By Tynk the Orc Sawbutcher level 40
9th Destruction 124th year of Ascendancy at 23:02 see stats
Level 50 (Roguelike)
Got a character to level 50.By Tynk the Orc Sawbutcher level 50
15th Remembrance 125th year of Ascendancy at 14:23 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 Tynk the Orc Sawbutcher level 48
13rd Remembrance 125th year of Ascendancy at 11:28 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Tynk the Orc Sawbutcher level 37
49th Loss 124th year of Ascendancy at 07:58 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Tynk the Orc Sawbutcher level 50
17th Remembrance 125th year of Ascendancy at 06:01 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Tynk the Orc Sawbutcher level 29
29th Dearth 124th year of Ascendancy at 22:48 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 Tynk the Orc Sawbutcher level 50
29th Remembrance 125th year of Ascendancy at 15:28 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Tynk the Orc Sawbutcher level 34
45th Loss 124th year of Ascendancy at 11:05 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Tynk the Orc Sawbutcher level 36
48th Loss 124th year of Ascendancy at 21:36 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Tynk the Orc Sawbutcher level 50
27th Remembrance 125th year of Ascendancy at 04:43 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Tynk the Orc Sawbutcher level 25
50th Revenge 124th year of Ascendancy at 05:34 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Tynk the Orc Sawbutcher level 45
12nd Remembrance 125th year of Ascendancy at 23:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Tynk the Orc Sawbutcher level 20
32nd Revenge 124th year of Ascendancy at 19:02 see stats
Unstoppable (Roguelike)
Returned from the dead.By Tynk the Orc Sawbutcher level 49
14th Remembrance 125th year of Ascendancy at 03:42 see stats
Log
There is an item here: Great Caller (10-11 power, 18 apr, nature damage)
There is an item here: Sword of Potential Futures (28-39.2 power, 10 apr)
There is an item here: Blade of Distorted Time (40-56 power, 10 apr)
There is an item here: Dagger of the Past (25-32.5 power, 20 apr)
There is an item here: Zemekkys' Broken Hourglass
There is an item here: Shard of Insanity
There is an item here: Hornet Stingers (20/20, 18-25.2 power, 10 apr)
There is an item here: Yaldan Baoth (0 def, 6 armour)
There is an item here: The Black Boots (2 def, 1 armour)
There is an item here: Mighty Girdle
There is an item here: Gravitational Staff (30-36 power, 8 apr, physical element)
There is an item here: The Forgotten (12-13.2 power, 22 apr, mind damage)
There is an item here: Eye of Summer (8-8.8 power, 18 apr, fire damage)
There is an item here: Morrigor (50-70 power, 12 apr)
There is an item here: Acera (33-46.2 power, 4 apr)
There is an item here: Merkul's Second Eye
There is an item here: Umbral Razor (25-32.5 power, 10 apr)
There is an item here: Silent Blade (25-32.5 power, 10 apr)
Ran for 4 turns (stop reason: object seen).
Today is the 41st Remembrance of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Tynk deactivates Grinding Shield.
Tynk deactivates Furnace.
Tynk deactivates Steam Powered Armour.
Tynk deactivates Saw Wheels.
Tynk deactivates Melting Point.
Tynk deactivates Overheat Saws.
Tynk deactivates Mow Down.
Tynk deactivates Tempest of Metal.
