









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.5.9Official 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 | Madness Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Adventurer |
| Level / Exp | 50 / 1050% |
| Size | big |
| Lifes / Deaths | Killed by Layulenor the nethergate at level 46 on the 30th Remembrance 125th year of Ascendancy at 14:29 6 / 1 |
Primary Stats
| Strength | 142 (base 60) |
| Dexterity | 92 (base 12) |
| Constitution | 97 (base 12) |
| Magic | 193 (base 60) |
| Willpower | 131 (base 43) |
| Cunning | 164 (base 60) |
Resources
| Mana | 598/993 |
| Psi | 130/201 |
| Steam | 100/100 |
| Life | 1375/1648 |
| Positive | 157/197 |
| Stamina | 343/520 |
| Paradox | 300 |
| Healing Factor | 1.4887640449439 |
| Regeneration | 5.4339887640452 |
Speed
| Mental | -10% |
| Attack | -1.1102230246252E-14% |
| Movement | +190.00000000001% |
| Spell | +43.319096662511% |
| Global | +110% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 4 |
| See Invisible | 40 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 56 |
| Crit Chance | 69% |
| APR | 10 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 103 |
| Crit Chance | 85% |
| Speed | 0.69774372242577 |
| Cooldown Reduction | 100.80131582983 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +27% |
| Light | +34% |
| Temporal | +98% |
| Nature | +28% |
| Arcane | +33% |
| Physical | +24% |
| All | +19% |
Offense: Damage Penetration
| Physical | 0% |
| Arcane | +10% |
| Darkness | +10% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 42.821380939156 (55%) |
| Defense | 58 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 63 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 39%( 70%) |
| All | + 35%( 70%) |
| Darkness | + 53%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 53%( 75%) |
| Physical | + 39%( 70%) |
| Lightning | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 82% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Silence Resistance | 50% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| 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 85% efficiency and cooldown mod of 50%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -0 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 827 damage for 6 turns. Its effects scale with your Magic 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 80% efficiency and cooldown mod of 67%. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.20 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Reality Smearing |
| talent | Beyond the Flesh |
| talent | Thermal Shield |
| talent | Quicken Spells |
| talent | Precise Strikes |
| talent | Kinetic Shield |
| beneficial effect | All stats increased by 71. Pain Enhancement System |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Fight to the brink of death, can not die before going under -176 life (but life under 0 is not shown) and increases all resistances by 20%. Pain Suppressor Salve |
| beneficial effect | The target is moving is 90% faster. 3 Celerity |
| beneficial effect | You have 5 charges. Death Momentum |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 43%, reducing spell cooldowns by 41%, and preventing damage over 67% of your maximum life from a single hit. Suncloak |
| beneficial effect | Increases global action speed by 10%. Haste |
| detrimental effect | The target has stopped time and is dealing 100% less damage. Time Stop |
| beneficial effect | Displacing 30% of all damage on to a random enemy. Webs of Fate |
| beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
| beneficial effect | The target is surrounded by a magical shield, absorbing 827/827 damage before it crumbles. Damage Shield |
| beneficial effect | The target does not consume any resources. Hidden Resources |
| beneficial effect | The target has a 10% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | active |
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! | active |
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
| Psionic focus | elven-wood magestaff 'Barysin' (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 12% chance to blind Damage (Melee): 28 fire Changes stats: +2 Dex / +1 Mag / +4 Wil Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +27.00% Spellpower: +25 (+4 eff.) Spell crit. chance: +13% Light radius: +4 See invisible: +10 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to unleash an elemental blastwave, dealing 0.00 to 0.00 temporal damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
| Light source | dwarven lantern 'Cyrurivea' =Pog=Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Mag Changes resistances: +15% blight / +11% darkness Changes damage: +6% temporal Life regen: +0.20 Spellpower: +21 (+3 eff.) Spell crit. chance: +5% Light radius: +10 Infravision radius: +4 See invisible: +14 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 0 blight damage or heals 58 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eilinomina the Curestreaker (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 nature Changes stats: +12 Mag / +10 Cun / +4 Con Changes resistances: +22% light / +3% blight Changes damage: +14% arcane / +15% light / +9% nature Spell save: +10 (+3 eff.) Mental save: +15 (+4 eff.) Light radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On feet | pair of drakeskin leather boots of spellbinding (0 def, 5 armour) Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Mag Physical save: +15 (+4 eff.) Spell save: +1 (+0 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Lowers spell cool-downs by: 10% A pair of boots made of leather. This item has been sent to the Item's Vault. |
| Tool | iron pickaxe of quickening (dig speed 30 turns) =CD=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Aliderand the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Fatigue: -12% Changes stats: +10 Str / +4 Wil Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Spellpower: +11 (+1 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
| On fingers | pixie's stralite ring of perseverance =SP=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Mag Stun/Freeze immunity: +32% Life regen: +3.20 Spellpower: +10 (+1 eff.) Rings can have magical properties. |
| Around neck | Zemekkys' Broken Hourglass =CD=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
| In main hand | dragonbone vilestaff 'Nydas' (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 1) on hit: +4 blight / +4 arcane / +16 acid When wielded/worn: Armour: +10 Armour Hardiness: +10% Damage (Melee): 35 fire Changes resistances: +9% acid Changes resistances penetration: +10% arcane / +15% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +10 (+3 eff.) Spellpower: +25 (+4 eff.) Spell crit. chance: +5% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal Talent granted: +5 Iron Grip Disarm immunity: +100% N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Around waist | hardened leather belt 'Hellspiety'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 12 fire Changes resistances: +9% darkness Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Mental save: +41 (+10 eff.) Teleport immunity: +30% Maximum mana: +104.00 Spellpower: +7 (+1 eff.) A belt that goes around your waist. |
| Cloak | Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +30% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +50% Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (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 spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 0.00 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Masochism (0 def, 0 armour) Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +8 Str / +8 Dex / +17 Mag / +8 Wil / +11 Cun / +8 Con Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 6.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 0.00 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Inventory
acid wave rune (0 acid damage; disarm 5 turns with power 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 0.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (0 cold damage; freeze 3 turns with power 90)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 0.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 90 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Spell (70% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 279 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -0 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 279 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 635 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -0 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 635 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 13; dur 21; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Spell (70% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 32) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any dragon around. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads =4wil=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 337 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+10 eff.) Spellpower: +40 (+6 eff.) Mindpower: +40 (+10 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+9 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." |
Blastwind =DA=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +6% light / +6% cold Changes damage: +6% lightning Mental save: +30 (+7 eff.) Blindness immunity: +15% Confusion immunity: +35% Pinning immunity: +10% Stun/Freeze immunity: +30% Life regen: +1.80 Only die when reaching: -82.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
HellsquallInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +24% lightning / +21% fire / +5% arcane Life regen: +1.00 Maximum life: +63.00 Healing mod.: +14% Rings can have magical properties. |
Ring of Growth =4wil=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
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" |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Writhing Ring of the Hunter =xD=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 I Can Carry The World! Physical save: -30 (-10 eff.) Spell save: -30 (-9 eff.) Mental save: -30 (-8 eff.) You have set the ring to grant you I Can Carry The World!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold ring 'Urukath'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +6 Changes stats: +5 Con Changes resistances: +12% fire Changes damage: +18% physical Physical save: +10 (+3 eff.) Healing mod.: +30% Rings can have magical properties. |
gold ring 'Veleriassra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +11 (+3 eff.) Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +12 Str / +11 Con Changes resistances: +5% arcane Physical save: +15 (+4 eff.) Healing mod.: +10% Rings can have magical properties. |
sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +4 Cun / +5 Dex Rings can have magical properties. |
wizard's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +3 Cun / +4 Mag Spell save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Strikeresolve the thorny mindstar (7-7.7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 arcane Burst (radius 1) on hit: +28 lightning When wielded/worn: Changes stats: +2 Mag / +5 Wil / +6 Cun Changes damage: +6% lightning / +9% fire Critical mult.: +16.00% Maximum mana: +40.00 Spellpower: +8 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Staff of Bones (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent 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 Talent granted: +1 Command Staff Spellpower: +20 (+3 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
dragonbone magestaff 'Dazzleworm' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Changes resistances: +15% temporal / +21% darkness / +6% light Changes resistances penetration: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Poison immunity: +10% Disarm immunity: +20% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +32 Resist all after a teleport: +20% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talent granted: +1 Command Staff Maximum mana: +69.00 Spellpower: +29 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Murderfang's SurekillRequires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
InfernowormPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Changes stats: +6 Mag Changes resistances: +9% nature / +9% fire Changes resistances penetration: +25% fire Reduced damage from: +39% Summoned Mana each turn: +0.60 Maximum mana: +45.00 It can be used to create a temporary shield that absorbs 398 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Vestments of the Conclave (0 def, 0 armour) =SP CRIT=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Armour Hardiness: +0% Fatigue: +0% Changes stats: +0 Str / +0 Dex / +15 Mag / +0 Wil / +0 Cun / +0 Con Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+0 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (0 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (0 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
pair of voratun boots 'Xanytira' (6 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +4% Changes stats: +2 Wil Changes damage: +15% physical Physical save: +6 (+2 eff.) Silence immunity: +50% Confusion immunity: +34% Pinning immunity: +0% Stun/Freeze immunity: +48% Knockback immunity: +0% Teleport immunity: +0% Life regen: +5.30 Maximum life: +10.00 Spellpower: +5 (+0 eff.) Healing mod.: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag Spell save: +4 (+1 eff.) Spellpower: +5 (+0 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =4wil=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Disarm immunity: +0% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Disarm immunity: +0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Branazor the drakeskin leather cap (0 def, 5 armour) =15wil=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +15 Wil / +5 Cun / +9 Con Changes resistances: +10% blight Changes resistances penetration: +25% blight Mental save: +13 (+3 eff.) Spellpower: +4 (+0 eff.) A cap made of leather. |
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 (-3 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 (-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. |
Eye of the Forest (8 def, 0 armour) =vis=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
228 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
25 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. |
17 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. |
28 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 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. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
dwarven-steel pickaxe 'Adedata' (dig speed 28 turns) =6 str=Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -13% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =HR=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
22 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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 Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
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. |
2 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. |
32 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. |
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 frost salve [power 18] amazing frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 80% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful fiery salve [power 14] powerful fiery salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 80% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (14% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 14] powerful frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 80% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 192] powerful healing salve [power 192]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 80% efficiency and 67% cooldown modifier. It can be used to heal 192, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 166] powerful pain suppressor salve [power 166]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 80% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -166 life and reduces all damage by 20% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 14] powerful water salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 80% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (14% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
dwarven steel crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Changes 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! |
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! |
Telekinetic Core =5wil=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 0 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
10 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 StarPowered 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 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. |
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 (Madness (Adventure) difficulty)
Buy an item from an AAA.By :^) the Whitehoof Adventurer level 11
21st Retaking 124th year of Ascendancy at 11:27 see stats
A View From The Gallery (Madness (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By :^) the Whitehoof Adventurer level 28
48th Revenge 124th year of Ascendancy at 11:16 see stats
Across the Narrow Sea (Madness (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By :^) the Whitehoof Adventurer level 14
29th Retaking 124th year of Ascendancy at 10:28 see stats
Bookception! (Madness (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By :^) the Whitehoof Adventurer level 50
11st Revenge 125th year of Ascendancy at 01:42 see stats
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By :^) the Whitehoof Adventurer level 50
34th Retaking 125th year of Ascendancy at 23:49 see stats
Catch that Plumpkin! (Madness (Adventure) difficulty)
Finish the Plumpkin event.By :^) the Whitehoof Adventurer level 50
43rd Revenge 125th year of Ascendancy at 18:53 see stats
Do not go gentle into that good night (Madness (Adventure) difficulty)
Trapped John.By :^) the Whitehoof Adventurer level 50
39th Pain 125th year of Ascendancy at 21:31 see stats
Don't Poosh it! (Madness (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By :^) the Whitehoof Adventurer level 50
29th Retaking 125th year of Ascendancy at 08:30 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By :^) the Whitehoof Adventurer level 25
35th Revenge 124th year of Ascendancy at 13:11 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By :^) the Whitehoof Adventurer level 31
19th Pain 124th year of Ascendancy at 15:42 see stats
Got eggs? (Madness (Adventure) difficulty)
Finish the Pikataclysm event.By :^) the Whitehoof Adventurer level 50
1st Pain 125th year of Ascendancy at 09:33 see stats
Imp'ing Away (Madness (Adventure) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By :^) the Whitehoof Adventurer level 46
30th Remembrance 125th year of Ascendancy at 23:42 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By :^) the Whitehoof Adventurer level 10
16th Retaking 124th year of Ascendancy at 11:56 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By :^) the Whitehoof Adventurer level 20
26th Revenge 124th year of Ascendancy at 00:19 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By :^) the Whitehoof Adventurer level 30
18th Pain 124th year of Ascendancy at 20:53 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By :^) the Whitehoof Adventurer level 40
34th Dearth 124th year of Ascendancy at 05:25 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By :^) the Whitehoof Adventurer level 50
19th Retaking 125th year of Ascendancy at 19:47 see stats
Mender (Madness (Adventure) difficulty)
Destroyed the bosses of the Primal Forest without killing any uncorrupted treants.By :^) the Whitehoof Adventurer level 50
19th Retaking 125th year of Ascendancy at 19:47 see stats
Merry wintertide! (Madness (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By :^) the Whitehoof Adventurer level 50
31st Retaking 125th year of Ascendancy at 18:12 see stats
Once Upon A Time, In the West... (Madness (Adventure) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By :^) the Whitehoof Adventurer level 50
22nd Retaking 125th year of Ascendancy at 14:47 see stats
One Ill Turn Deserves Another (Madness (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By :^) the Whitehoof Adventurer level 50
13rd Pain 125th year of Ascendancy at 15:32 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By :^) the Whitehoof Adventurer level 42
30th Remembrance 125th year of Ascendancy at 08:21 see stats
Reclaiming Garkul's Heritage (Madness (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By :^) the Whitehoof Adventurer level 50
47th Pain 125th year of Ascendancy at 22:18 see stats
Santassacre! (Madness (Adventure) difficulty)
Killed the little helper elves after saving them!By :^) the Whitehoof Adventurer level 50
31st Retaking 125th year of Ascendancy at 18:17 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By :^) the Whitehoof Adventurer level 40
10th Loss 124th year of Ascendancy at 23:20 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By :^) the Whitehoof Adventurer level 22
31st Revenge 124th year of Ascendancy at 08:22 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By :^) the Whitehoof Adventurer level 42
25th Loss 124th year of Ascendancy at 13:38 see stats
The Dead God Rests (Madness (Adventure) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By :^) the Whitehoof Adventurer level 42
30th Remembrance 125th year of Ascendancy at 08:23 see stats
The High Lady's Destiny (Finale) (Madness (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By :^) the Whitehoof Adventurer level 47
9th Retaking 125th year of Ascendancy at 11:49 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By :^) the Whitehoof Adventurer level 42
30th Remembrance 125th year of Ascendancy at 08:21 see stats
This will make a big Omelette! (Madness (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By :^) the Whitehoof Adventurer level 30
19th Pain 124th year of Ascendancy at 04:05 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By :^) the Whitehoof Adventurer level 22
30th Revenge 124th year of Ascendancy at 07:46 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By :^) the Whitehoof Adventurer level 12
24th Retaking 124th year of Ascendancy at 09:17 see stats
You were not supposed to see that! (Madness (Adventure) difficulty)
Read a Forbidden Tome.By :^) the Whitehoof Adventurer level 50
10th Revenge 125th year of Ascendancy at 23:50 see stats
Log
:^) has stopped time!
:^) has stopped time!
:^) casts Time Stop.
:^) casts Time Stop.
:^) has stopped time!
:^) has stopped time!
:^) casts Time Stop.
:^) has stopped time!
:^) casts Time Stop.
:^) has stopped time!
:^) casts Time Stop.
:^) has stopped time!
:^) casts Time Stop.
:^) has stopped time!
Saving game...
Saving done.
:^) is no longer surging arcane power.
:^) deactivates Quicken Spells.
:^) deactivates Stone Skin.
:^) deactivates Beyond the Flesh.
:^)'s loses some focus.
:^) slows down.
:^)'s solar fury subsides.
:^) deactivates Kinetic Shield.
The shield around :^) crumbles.
:^) deactivates Thermal Shield.
:^) no longer feels strong.
:^) deactivates Precise Strikes.
:^) is not affected anymore by the salve.
:^) deactivates Reality Smearing.
































































































































