











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Archmage (Technomancer) |
Level / Exp | 50 / 574% |
Size | medium |
Lifes / Deaths | Killed by Daimondil's temporal clone at level 50 on the 6th Destruction 124th year of Ascendancy at 05:03 / 1 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 9 (base 10) |
Constitution | 42 (base 29) |
Magic | 122 (base 60) |
Willpower | 82 (base 60) |
Cunning | 115 (base 60) |
Resources
Life | -589/1238 |
Mana | 393/405 |
Steam | 132/132 |
Healing Factor | 1.6664150943396 |
Regeneration | 78.8287197964 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +140.80351587336% |
Spell | 0% |
Global | +128.33333333333% |
Vision
Sight | 10 |
Lite | -2 |
Infravision | 11 |
See Stealth | 28.157864070807 |
See Invisible | 65.44395343 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 56 |
Accuracy | 3 |
Crit Chance | 40% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 103 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +120% |
Physical | +15% |
Fire | +25% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Lightning | +101% |
Fire | +25% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 24 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 43 |
Mental Save | 53 |
Defense: Resistances
Lightning | + 54%( 70%) |
Light | + 20%( 70%) |
Darkness | + 20%( 70%) |
Cold | + 18%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Stun Resistance | 55% |
Poison Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 885 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 268 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1332% for 10 turns (821 total) and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.3 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 13.3 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1114 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Storm | 1.60 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Spell / Arcane | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Galvanic technomancy | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Earth | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Spell / Aegis | 1.60 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.60 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Keen Senses |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Essence of Speed |
talent | Shielding |
talent | Galvanic Arcing |
beneficial effect | Rods available: Galvanic Rods- Rod (1): available - Rod (2): available - Rod (3): available |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is in the center of a lightning hurricane, doing 75.03 to 225.10 lightning damage to itself and others around every turn. Hurricane |
beneficial effect | The time distortion has created a restoration field, healing the target for 131 each turn. Temporal Restoration Field |
beneficial effect | The target has 34 increased life regeneration. Recovery |
beneficial effect | The target's spellpower has been increased by 27. Spellsurge |
beneficial effect | You have 5 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. | 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 | ![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Wil +1 Mag dps ---------- Spell.crit +3% ----- def ----- Armour +5 Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Stam/turn +0.50 Mana/turn +0.48 Max.mana +37.00 Max.stam +38.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Ego+] Nature/Master While equipped: Stats +7 Cun ----- def ----- Max.HP +57.00 ---------- misc Light -5 Infravis +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +10 Cun ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% Mind.save +15 (+5 eff.) HP.reg +3.20 ---------- misc Equi/ret +1.00 Psi/ret +0.80 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +15% physical ----- def ----- Armour +6 Resists +6% cold Die.at -80.00 life Max.HP +51.00 HP.reg +8.00 Heal.mod +14% ---------- misc Max.stam +30.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Mana/turn +0.18 Max.mana +25.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Mag +14 Wil +14 Cun +5 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) S.pwr/crit +9 Dmg.mod +30% lightning ----- def ----- HP.reg +1.70 Heal.mod +30% ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +7 Resists +8% light +8% darkness Mind.save +10 (+3 eff.) Max.HP +55.00 ---------- misc Infravis +2 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.3 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 99.31 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+8 eff.) Resists +20% lightning +13% all Proj.slow +15% ---------- misc Talents +5 Arcane Dynamo Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Dmg.mod +15% lightning Apr +2 ----- def ----- Defense +13 (+7 eff.) Resists +12% lightning Phys.save +18 (+6 eff.) Die.at -40.00 life ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+13 eff.) Steampwr +40 (+10 eff.) Spell.pwr +40 (+7 eff.) Mind.pwr +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Inventory
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Crit.mult +20.00% Dmg.mod +12% blight ----- def ----- Resists +22% lightning +9% acid Stun/Frz- +36% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +2.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex +3 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+3 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +18% Crit.mult +37.00% Phys.pwr +15 (+5 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +9% mind +30% lightning Apr +3 ----- def ----- Armour +4 Defense +15 (+8 eff.) ---------- misc Mana/turn +0.00 Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +5% Crit.mult +28.00% Spell.pwr +29 (+5 eff.) Melee+ 23 fire Dmg.mod +30% lightning ---------- misc Mana/turn +0.00 Max.mana +38.00 See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +11% all Phys.save +18 (+6 eff.) Spell.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +7% blight +9% all Max.HP +43.00 HP.reg +2.70 Heal.mod +14% Poison- +21% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Phys.save +0 (+0 eff.) Stealth +10 Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +7 Cun dps ---------- Melee+ 7 blight Dmg.mod +5% blight +3% fire Res.pen +10% light +25% fire Acc +6 (+6 eff.) Apr +8 Melee Ret 2 fire ----- def ----- Armour +2 Resists +5% blight +7% light +8% darkness ---------- misc Light +2 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +7 (+1 eff.) ----- def ----- Armour +2 Phys.save +16 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +24% ---------- misc Mana/turn +0.15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-2 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 22.0 T5 massive armor Reqs - Massive armour training Str 60 [Unique] Steamtech The more steam the better! While equipped: Stats +9 Str +6 Dex ----- def ----- Armour +25 Defense +23 (+12 eff.) Fatigue +12% Resists +25% lightning Phys.save +55 (+18 eff.) Stun/Frz- +50% ---------- misc Max.steam +10.00 Talents +5 Steam Powered Armour 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. |
![]() 7.0 T5 shield armor Reqs - Shield usage training Str 48 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% darkness +15% mind Res.pen +15% mind ----- def ----- Armour +21 Fatigue +8% Resists +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +3 (+3 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+9 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+9 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +49.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +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 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Con +6 Mag Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Con +6 Mag Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to armor/cloth When attached: ---------- misc Talents +3 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 990 Base Damage: 412 Armor: 27 All Resist: 14 Puts all charms on 25 cooldown 100% to increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +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. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Daimondil the Whitehoof Archmage level 2
10th Retaking 124th year of Ascendancy at 19:39 see stats
By Daimondil the Whitehoof Archmage level 12
43rd Retaking 124th year of Ascendancy at 22:55 see stats
By Daimondil the Whitehoof Archmage level 32
44th Dearth 124th year of Ascendancy at 21:27 see stats
By Daimondil the Whitehoof Archmage level 32
11st Dearth 124th year of Ascendancy at 21:27 see stats
By Daimondil the Whitehoof Archmage level 27
41st Revenge 124th year of Ascendancy at 20:48 see stats
By Daimondil the Whitehoof Archmage level 50
45th Loss 124th year of Ascendancy at 19:59 see stats
By Daimondil the Whitehoof Archmage level 10
39th Retaking 124th year of Ascendancy at 02:17 see stats
By Daimondil the Whitehoof Archmage level 20
9th Revenge 124th year of Ascendancy at 14:38 see stats
By Daimondil the Whitehoof Archmage level 30
29th Pain 124th year of Ascendancy at 05:47 see stats
By Daimondil the Whitehoof Archmage level 40
17th Loss 124th year of Ascendancy at 19:35 see stats
By Daimondil the Whitehoof Archmage level 50
41st Loss 124th year of Ascendancy at 19:37 see stats
By Daimondil the Whitehoof Archmage level 50
41st Loss 124th year of Ascendancy at 19:50 see stats
By Daimondil the Whitehoof Archmage level 34
48th Dearth 124th year of Ascendancy at 02:59 see stats
By Daimondil the Whitehoof Archmage level 39
17th Loss 124th year of Ascendancy at 10:53 see stats
By Daimondil the Whitehoof Archmage level 39
17th Loss 124th year of Ascendancy at 01:52 see stats
By Daimondil the Whitehoof Archmage level 50
45th Loss 124th year of Ascendancy at 11:06 see stats
By Daimondil the Whitehoof Archmage level 50
45th Loss 124th year of Ascendancy at 11:28 see stats
By Daimondil the Whitehoof Archmage level 38
14th Loss 124th year of Ascendancy at 06:13 see stats
By Daimondil the Whitehoof Archmage level 43
32nd Loss 124th year of Ascendancy at 08:40 see stats
By Daimondil the Whitehoof Archmage level 25
41st Revenge 124th year of Ascendancy at 06:51 see stats
By Daimondil the Whitehoof Archmage level 36
11st Loss 124th year of Ascendancy at 03:52 see stats
By Daimondil the Whitehoof Archmage level 20
10th Revenge 124th year of Ascendancy at 16:24 see stats
Log
Thunderstorm hits Daimondil's temporal clone for (14 resist armour), 0 fire, (17 resist armour), 0 cold, (34 resist armour), 0 lightning, (18 resist armour), 0 arcane (0 total damage).
Hurricane from Daimondil's temporal clone hits Daimondil for (35 resist armour), (12 to time), 0 fire, (35 resist armour), (10 to time), 0 cold, (35 resist armour), (57 to time), 0 lightning, (35 resist armour), (12 to time), 0 arcane (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northwest (Daimondil's temporal clone)).
Chain Lightning is still on cooldown for 6 turns.
Daimondil casts Lightning.
Daimondil's temporal clone is dazed!
Daimondil's temporal clone's Shock hits Daimondil for (35 resist armour), (10 to time), 0 fire, (35 resist armour), (8 to time), 0 cold, (35 resist armour), (53 to time), 0 lightning, (35 resist armour), (10 to time), 0 arcane (0 total damage).
Daimondil hits Daimondil's temporal clone for (35 resist armour), (31 to time), 0 fire, (35 resist armour), (43 to time), 0 cold, (35 resist armour), (125 to time), 0 lightning, (35 resist armour), (47 to time), 0 arcane (0 total damage).
Daimondil is dazed!
Daimondil is not dazed anymore.
Daimondil's spell attains critical power!
Daimondil's temporal clone is not dazed anymore.
Daimondil resists!
Thunderstorm hits Daimondil's temporal clone for (15 resist armour), 0 fire, (18 resist armour), 0 cold, (35 resist armour), (1 to time), 0 lightning, (19 resist armour), 0 arcane (0 total damage).
Thunderstorm hits Daimondil for (15 resist armour), 0 fire, (14 resist armour), 0 cold, (29 resist armour), 0 lightning, (15 resist armour), 0 arcane (0 total damage).
Hurricane from Daimondil's temporal clone hits Daimondil for (20 resist armour), 0 fire, (19 resist armour), 0 cold, (35 resist armour), (4 to time), 0 lightning, (20 resist armour), 0 arcane (0 total damage).
Daimondil's temporal clone is dazed!
Daimondil's temporal clone casts Rune: Shatter Afflictions.
Daimondil's temporal clone is not dazed anymore.
Daimondil's temporal clone casts Chain Lightning.
Daimondil's temporal clone's spell attains critical power!
Your time shield crumbles under the damage!
The fabric of time around Daimondil stabilizes to normal.
The powerful time-altering energies generate a restoration field on Daimondil.
Daimondil's temporal clone casts Lightning.
Daimondil is recovering from the damage!
Daimondil's temporal clone surges with lightning power!
Saving game...