Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/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 | Psyshot |
| Level / Exp | 50 / 559% |
| Size | big |
| Lifes / Deaths | Killed by Nektosh the One-Horned at level 50 on the 9th Dearth 125th year of Ascendancy at 20:51 / 1 |
Primary Stats
| Strength | 97 (base 60) |
| Dexterity | 54 (base 29) |
| Constitution | 37 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 79 (base 60) |
| Cunning | 76 (base 60) |
Resources
| Life | -2019/1277 |
| Psi | 169/169 |
| Equilibrium | 0 |
| Healing Factor | 1.295652173913 |
| Regeneration | 0.32391304347825 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 4 |
| See Stealth | 31 |
| See Invisible | 18 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 52 |
| Crit Chance | 34% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 97 |
| Accuracy | 60 |
| Crit Chance | 32% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| All | +8% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 101.08934837382 (81.030927835052%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 54 |
| Physical Save | 47 |
| Spell Save | 38 |
| Mental Save | 52 |
Defense: Resistances
| All | + 38%( 70%) |
Defense: Immunities
| Pinning Resistance | 84% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
| Stun Resistance | 70% |
| Disarm Resistance | 75% |
| Poison Resistance | 35% |
| Blind Resistance | 74% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 51%. |
| 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 90% efficiency and cooldown mod of 52%. |
| 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 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 1.61 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 0.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| beneficial effect | The target is recovering 24 life each turn. Recovery |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
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 |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) =Steampowered= Steam Powered Boots (8 def, 15 armour) =Steampowered=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! When wielded/worn: Armour: +15 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | sentry's pouch of voratun shots of warping (59/59, 54.5-65.4 power, 13 apr) sentry's pouch of voratun shots of warping (59/59, 54.5-65.4 power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +7.0% Capacity: 59 Turns elapse between self-loadings: 4 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +16 physical / +20 temporal When wielded/worn: Talent granted: +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of clarity survivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +20% light Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Light radius: +7 See stealth: +16 See invisible: +6 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steam Powered Helm (3 def, 12 armour) =Steampowered= Steam Powered Helm (3 def, 12 armour) =Steampowered=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! When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Light radius: +7 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! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Islimina the voratun torque of clear mind [power 5] (10 cooldown) Islimina the voratun torque of clear mind [power 5] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% mind / +12% light / +12% nature Changes damage: +12% mind Talent granted: +3 Telekinetic Blast Poison immunity: +25% Stun/Freeze immunity: +20% It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Unlightcrack' stralite ring 'Unlightcrack'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +6% darkness Changes damage: +9% darkness / +7% all Blindness immunity: +24% Disarm immunity: +25% Pinning immunity: +34% Knockback immunity: +29% Maximum life: +20.00 Spellpower: +17 (+9 eff.) Mindpower: +13 (+4 eff.) Infravision radius: +4 See stealth: +15 See invisible: +12 Rings can have magical properties. |
| On fingers | Ring of Lost Love =lostlove= Ring of Lost Love =lostlove=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around neck | archmage's stralite amulet of perfection (0.31 Steamtech / Avoidance,0.31 Steamtech / Thoughts of iron) archmage's stralite amulet of perfection (0.31 Steamtech / Avoidance,0.31 Steamtech / Thoughts of iron)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +4% acid / +4% fire / +6% lightning / +6% cold Talent masteries: +0.31 Steamtech / Avoidance +0.31 Steamtech / Thoughts of iron Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
| In main hand | psychic's voratun steamgun of nature psychic's voratun steamgun of nature Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 84 damage and reducing their armor Travel speed: +600% Damage (Ranged): +21 nature / +12 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Cun / +5 Wil Changes resistances: +3% all Changes resistances penetration: +10% nature Changes damage: +14% mind Mindpower: +13 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Searream' =con= hardened leather belt 'Searream' =con=Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Changes stats: +4 Str / +4 Con Changes resistances: +11% lightning / +7% temporal / +6% mind Changes damage: +12% fire Physical save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Poison immunity: +10% Maximum life: +39.00 Size category: +1 A belt that goes around your waist. |
| In off hand | Eye of the Lost (17-18.7 power, 27 apr, mind damage) Eye of the Lost (17-18.7 power, 27 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save * flashes light on your target dealing 140 damage When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Critical mult.: +15.00% Mental save: +24 (+8 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 25 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
| Cloak | elven-silk cloak 'Sileta' (3 def, 8 armour) elven-silk cloak 'Sileta' (3 def, 8 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes stats: +6 Str / +2 Dex / +3 Cun / +9 Con Changes resistances: +39% lightning / +3% temporal Physical save: +13 (+5 eff.) Spell save: +18 (+6 eff.) Stun/Freeze immunity: +50% Maximum life: +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Lustresever' (5 def, 39 armour) dwarven-steel plate armour 'Lustresever' (5 def, 39 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +39 Defense: +5 (+2 eff.) Fatigue: +36% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 light / 50 physical Changes stats: +8 Con Changes resistances: +10% acid / +10% physical / -15% light / +11% darkness / +20% fire / +34% cold / +7% lightning Changes damage: +9% acid Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) A suit of armour made of metal plates. |
Inventory
heroism infusion of the warrior (+20 for 9 turns, die at -507) heroism infusion of the warrior (+20 for 9 turns, die at -507)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: 20 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 20 for 9 turns. While Heroism is active, you will only die when reaching -507 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 Strength 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 of the psychic (668% speed; 8 turns) movement infusion of the psychic (668% speed; 8 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 668% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
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 (+9 eff.) Spellpower: +40 (+18 eff.) Mindpower: +40 (+9 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." |
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 (-5 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 (-5 eff.) Mindpower: -10 (-2 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. |
grounding hardened leather cap of the depths (0 def, 3 armour) =waterbreathing= grounding hardened leather cap of the depths (0 def, 3 armour) =waterbreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal / +5% cold Allows you to breathe in: water A cap made of leather. |
Pick of Dwarven Emperors (dig speed 12 turns) =dig= Pick of Dwarven Emperors (dig speed 12 turns) =dig=Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 152.82 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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. |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +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. |
Ureslak's Focus Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+6 eff.) When used to imbue an object: Physical power: +12 (+3 eff.) Changes stats: +6 Con / +6 Mag Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% acid / +6% cold Spellpower: +12 (+6 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). 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. |
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. |
11 bloodstone 11 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. |
8 fire opal 8 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. |
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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 31] amazing fiery salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 135% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (31% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 31] amazing frost salve [power 31]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 135% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (31% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 448] amazing healing salve [power 448]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 135% efficiency and 51% cooldown modifier. It can be used to heal 448, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great water salve [power 27] great water salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 135% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
icy pouch of voratun shots of annihilation (0/21, 60-72 power, 14 apr) icy pouch of voratun shots of annihilation (0/21, 60-72 power, 14 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 60.0 - 72.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +14.0% Capacity: 21 Travel speed: +200% Damage (Ranged): +10 cold When wielded/worn: Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich =Ratskull= Skull of the Rat Lich =Ratskull=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+5 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Stralite Sand Shredder =RitchDig= Stralite Sand Shredder =RitchDig=Powered 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. |
Yeti's Psychoportation Beacon Yeti's Psychoportation BeaconPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 6 It can be used to call a trained yeti for help, costing 1 power out of 6/8. Call a trained yeti to your side. |
Burning Star =carried= Burning Star =carried=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light 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. |
6 diamond 6 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. |
7 pearl 7 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Oodagh the Orc Psyshot level 33
34th Destruction 124th year of Ascendancy at 10:19 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Oodagh the Orc Psyshot level 11
52nd Retaking 124th year of Ascendancy at 12:40 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Oodagh the Orc Psyshot level 25
39th Pain 124th year of Ascendancy at 11:54 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 Oodagh the Orc Psyshot level 50
50th Pain 125th year of Ascendancy at 00:49 see stats
Level 10 (Roguelike)
Got a character to level 10.By Oodagh the Orc Psyshot level 10
43rd Retaking 124th year of Ascendancy at 06:18 see stats
Level 20 (Roguelike)
Got a character to level 20.By Oodagh the Orc Psyshot level 20
20th Pain 124th year of Ascendancy at 04:39 see stats
Level 30 (Roguelike)
Got a character to level 30.By Oodagh the Orc Psyshot level 30
37th Loss 124th year of Ascendancy at 03:07 see stats
Level 40 (Roguelike)
Got a character to level 40.By Oodagh the Orc Psyshot level 40
21st Remembrance 125th year of Ascendancy at 10:27 see stats
Level 50 (Roguelike)
Got a character to level 50.By Oodagh the Orc Psyshot level 50
25th Pain 125th year of Ascendancy at 08:52 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 Oodagh the Orc Psyshot level 50
25th Pain 125th year of Ascendancy at 09:50 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Oodagh the Orc Psyshot level 32
40th Loss 124th year of Ascendancy at 08:15 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Oodagh the Orc Psyshot level 50
37th Pain 125th year of Ascendancy at 15:37 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Oodagh the Orc Psyshot level 32
25th Destruction 124th year of Ascendancy at 09:47 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 Oodagh the Orc Psyshot level 50
49th Pain 125th year of Ascendancy at 15:53 see stats
The Good, The Bad, and The Yeti (Roguelike)
Use mind-controlled yetis to kill 30 foes.By Oodagh the Orc Psyshot level 28
18th Dearth 124th year of Ascendancy at 03:58 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Oodagh the Orc Psyshot level 35
43rd Destruction 124th year of Ascendancy at 20:13 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By Oodagh the Orc Psyshot level 50
6th Dearth 125th year of Ascendancy at 00:04 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Oodagh the Orc Psyshot level 38
7th Remembrance 125th year of Ascendancy at 19:53 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Oodagh the Orc Psyshot level 24
38th Pain 124th year of Ascendancy at 10:15 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Oodagh the Orc Psyshot level 36
43rd Destruction 124th year of Ascendancy at 21:29 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Oodagh the Orc Psyshot level 16
41st Revenge 124th year of Ascendancy at 18:17 see stats
We weren't kidding! (Roguelike)
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Oodagh the Orc Psyshot level 50
9th Dearth 125th year of Ascendancy at 20:51 see stats
Log
Whitehoof invoker hits Nektosh the One-Horned for (4 resist armour), 14 physical (14 total damage).
Burning from Nektosh the One-Horned hits Oodagh for 29 fire damage.
Nektosh the One-Horned uses Willful Strike.
Oodagh was smashed back 1 spaces!
Nektosh the One-Horned hits Oodagh for 27 physical, 2 physical (29 total damage).
Burning from Whitehoof invoker hits Nektosh the One-Horned for (4 resist armour), 25 fire (25 total damage).
Nektosh the One-Horned loses sight!
Whitehoof invoker hits Nektosh the One-Horned for 17 physical damage.
Nektosh the One-Horned says: 'KNOW MY POWER, FOOLISH MORTAL!'
Burning from Nektosh the One-Horned hits Oodagh for 28 fire damage.
Burning from Whitehoof invoker hits Nektosh the One-Horned for 29 fire damage.
Whitehoof invoker hits Nektosh the One-Horned for 16 physical damage.
Burning from Nektosh the One-Horned hits Oodagh for 28 fire damage.
Burning from Whitehoof invoker hits Nektosh the One-Horned for 29 fire damage.
Whitehoof invoker hits Nektosh the One-Horned for 15 physical damage.
Oodagh stops burning.
Oodagh speeds up.
Nektosh the One-Horned recovers sight.
Nektosh the One-Horned stops burning.
Ancient Automated Archive (runes and infusions) speeds up.
Whitehoof invoker speeds up.
Whitehoof invoker hits Nektosh the One-Horned for 18 physical damage.
Oodagh is recovering from the damage!
New Achievement: We weren't kidding! (Roguelike)!
Saving game...
