










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/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! 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 | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Reaver |
| Level / Exp | 50 / 1028% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 151 (base 60) |
| Dexterity | 61 (base 29) |
| Constitution | 35 (base 10) |
| Magic | 74 (base 60) |
| Willpower | 32 (base 10) |
| Cunning | 95 (base 60) |
Resources
| Life | 1818/1818 |
| Steam | 100/100 |
| Vim | 161/161 |
| Healing Factor | 1.4029268292684 |
| Regeneration | 3.0162926829271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 70.661147899674 |
| See Invisible | 70.661147899674 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 259 |
| Accuracy | 70 |
| Crit Chance | 52% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 192 |
| Accuracy | 70 |
| Crit Chance | 50% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +45% |
| Nature | +43% |
| Acid | +49% |
| Blight | +43% |
| Physical | +33% |
| Fire | +83% |
| All | +18% |
Offense: Damage Penetration
| Physical | +10% |
| Acid | +40% |
Defense: Base
| Armour (hardiness) | 126.72307323196 (93.924050632911%) |
| Defense | 30 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 55 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 58%( 70%) |
| Cold | + 70%( 70%) |
| All | + 56%( 70%) |
| Darkness | + 66%( 70%) |
| Temporal | + 70%( 70%) |
| Physical | + 66%( 70%) |
| Mind | + 67%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Silence Resistance | 40% |
| Confusion Resistance | 15% |
| Knockback Resistance | 10% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 70% |
Inscriptions (4/4)
| 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 223% efficiency and cooldown mod of 70%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 285% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 804% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -717 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Willful Tormenter |
| talent | Blood Vengeance |
| talent | Infestation |
| talent | Ruin |
| talent | Overkill |
| talent | Bone Shield |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | Fight to the brink of death, can not die before going under -769 life (but life under 0 is not shown) and increases all resistances by 26%. Pain Suppressor Salve |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 10 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | dwarven lantern 'Siluta'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% blight / +15% temporal / +9% darkness Mental save: +15 (+4 eff.) Blindness immunity: +20% Disease immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +10% Light radius: +4 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +10% all Mental save: +15 (+4 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
| On hands | 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 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | Delirin the Thunderrage [power 2] (3 cooldown) =p/d null ward=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +21% lightning Maximum wards: +2 physical / +3 mind / +3 darkness Changes damage: +27% lightning / +24% fire Talent granted: +1 Ward It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +2 Str / +5 Wil / +7 Cun Changes resistances: +32% fire Changes damage: +16% fire Life regen: +1.30 Hate when firing a critical mind attack: +2.00 Maximum life: +72.00 Maximum hate: +11.00 Light radius: +2 Infravision radius: +3 Healing mod.: +22% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | 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: +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 | BrenizorPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Fatigue: -7% Changes stats: +13 Dex / +4 Mag / +3 Cun / +6 Con Changes resistances: +6% temporal Silence immunity: +15% Life regen: +0.60 Stamina each turn: +0.90 Mana each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +32.00 Mindpower: +6 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
| In main hand | Morningbreeze the voratun longsword (43.5-60.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 45% chance to blind * flashes light on your target dealing 99 damage Damage (Melee): +8 acid When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 34% chance to blind Damage when hit (Melee): 12 light Changes stats: +7 Str Changes resistances: +6% acid / +9% cold / +12% temporal Changes resistances penetration: +15% acid Changes damage: +6% acid / +15% physical Critical mult.: +15.00% Stamina when hit: +2.50 Sharp, long, and deadly. |
| Around waist | Lisobrevea |
| In off hand | Emada the voratun mace (46-64.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 99 damage When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Armour: +15 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances penetration: +15% acid / +10% physical Critical mult.: +45.00% Spell save: +34 (+9 eff.) Maximum life: +50.00 Blunt and deadly. |
| Cloak | thick elven-silk cloak of the hunter (3 def, 10 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+8 eff.) Armour: +10 Defense: +3 (+2 eff.) Fatigue: -6% Changes resistances: +30% lightning / +23% cold Stun/Freeze immunity: +50% Maximum life: +110.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Layywyn the dwarven-steel plate armour (11 def, 33 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +33 Defense: +11 (+6 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +24% Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +10% acid / +10% physical / +6% darkness / +12% temporal / +10% fire / +10% lightning / +8% cold Spell save: +20 (+6 eff.) Mental save: +6 (+2 eff.) Poison immunity: +0% Disease immunity: +15% Cut immunity: +0% Confusion immunity: +15% Life regen: +0.00 A suit of armour made of metal plates. |
Inventory
medical injector implant of the titan (efficiency 144% / cooldown 83%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 144% efficiency and cooldown mod of 83%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 204% / cooldown 88%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 204% efficiency and cooldown mod of 88%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (493% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (585% speed; 5 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 629 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 768 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 768 life over 5 turns. 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. |
Flashlash the voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con / +6 Mag Changes resistances: +6% darkness / +9% nature Changes resistances penetration: +10% lightning Changes damage: +8% darkness / +8% temporal / +7% light / +8% physical Poison immunity: +15% Disease immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +25% Knockback immunity: +20% Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Healing mod.: +15% Amulets can have magical properties. |
Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+7 eff.) Spellpower: +40 (+14 eff.) Mindpower: +40 (+13 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+12 eff.) When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
GlimmerfistInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 fire Changes resistances: +9% fire / +35% light / +26% darkness Changes resistances penetration: +25% light Changes damage: +9% light Blindness immunity: +50% Amulets can have magical properties. |
Neruyata the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +5 Mag Changes resistances: +28% physical Talent masteries: +0.39 Corruption / Hexes +0.39 Steamtech / Chemistry Reduces incoming crit damage: 17.00% Mental save: +3 (+1 eff.) Stamina each turn: +2.40 Equilibrium when hit: +0.12 Amulets can have magical properties. |
Polaba the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% blight / +27% cold / +6% light / +9% acid Changes damage: +9% mind Physical save: +18 (+6 eff.) Spell save: +46 (+12 eff.) Mental save: +19 (+5 eff.) Amulets can have magical properties. |
Spiderdash the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes stats: +9 Str Changes resistances: +9% nature Changes damage: +9% lightning Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Ulfogrim the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% fire / +30% cold Changes resistances penetration: +10% blight Changes damage: +12% acid / +15% arcane Spell save: +20 (+6 eff.) Spellpower: +22 (+8 eff.) Amulets can have magical properties. |
Emykira the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% acid / +9% temporal / +6% darkness / +14% blight / +12% cold / +15% nature Mental save: +9 (+3 eff.) Poison immunity: +30% Disease immunity: +22% Cut immunity: +20% Silence immunity: +30% Confusion immunity: +20% Stun/Freeze immunity: +15% Rings can have magical properties. |
Radiancesnake the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances: +9% light / +26% nature / +12% mind Changes damage: +3% light / +13% nature / +9% mind Light radius: +3 Rings can have magical properties. |
UnrynikInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex / +3 Mag / +8 Wil / +13 Cun Mindpower: +8 (+2 eff.) Light radius: +2 Infravision radius: +3 See invisible: +6 Rings can have magical properties. |
parasitic vined mindstar of sand (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 physical Changes resistances: +8% physical Changes resistances penetration: +5% physical Changes damage: +8% physical Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Life leech chance: +9% Life leech: +8% It can be used to activate talent Burrow, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
voratun waraxe 'Lisiwe' (39-54.6 power, 6 apr) =insid=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +10 insidious poison / +9 temporal / +15 nature When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +11 (+6 eff.) Damage when hit (Melee): 12 mind Changes stats: +1 Cun Changes resistances: +9% fire / +3% light / +9% cold Critical mult.: +0.00% Disarm immunity: +40% One-handed war axes. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+7 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 6 power out of 18/18) : Effective talent level: 4.0 Power cost: 6 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 30.50 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
cashmere cloak 'Borylemas' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +0% lightning / +15% temporal Changes damage: +15% acid Talent mastery: +0.30 Technique / Combat training Spell save: +17 (+5 eff.) Stun/Freeze immunity: +0% Stamina each turn: +0.60 Mana each turn: -0.34 Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Lightningfist' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +6% acid / +20% darkness / +32% cold / +6% nature / +9% lightning Spell save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Burnmoon the pair of dwarven-steel boots (0 def, 4 armour) =3con=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 fire Changes stats: +3 Str / +3 Con Changes resistances: +12% mind / +3% fire Changes resistances penetration: +5% fire Silence immunity: +23% Confusion immunity: +28% Stun/Freeze immunity: +27% Movement speed: +20% It can be used to activate talent Rush, placing all other charms into a 8 cooldown : Effective talent level: 1.0 Power cost: 8 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Bleaktyphoon (0 def, 4 armour) =disp=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +4 Damage (Melee): 16 arcane Damage when hit (Melee): 12 darkness Changes stats: +4 Str / +12 Mag / +13 Wil Changes resistances: +6% acid / +13% arcane / +6% mind Disease immunity: +10% Disarm immunity: +0% It can be used to activate talent Disperse Magic, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 9 power out of 30/30) : Effective talent level: 4.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 57.09 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Staroblivion (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +20 (+3 eff.) Armour: +3 Effects on melee hit: * 33% chance to blind Damage when hit (Melee): 12 light / 12 acid Changes stats: +6 Str / +6 Dex Changes resistances: +9% light Changes resistances penetration: +25% physical Healing mod.: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Disarm immunity: +0% Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
heroic voratun gauntlets of war-making (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +8 Critical mult.: +11.00% Mental save: +11 (+3 eff.) Maximum life: +80.00 Spell crit. chance: +14% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Arthibers the Shockqueller (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 34% chance to daze at end of turn Changes resistances: +9% lightning / +15% temporal / +28% darkness / +15% fire Changes damage: +19% darkness Spell save: +18 (+5 eff.) Mental save: +34 (+9 eff.) Silence immunity: +30% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
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.) Silence immunity: +0% Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-4 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. |
X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +10 (+5 eff.) Changes stats: +10 Cun Mental save: +0 (+0 eff.) Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway, costing 9 power out of 30/30. How do these even work? |
Zubata (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +0 Cun / +3 Con Changes resistances: +3% physical Changes resistances penetration: +15% physical Physical save: +12 (+4 eff.) Mental save: +0 (+0 eff.) Stamina when hit: +1.80 Equilibrium when hit: +2.00 Only die when reaching: -80.00 life Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Ebonyquarry' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +0 Cun Changes resistances: +18% light / +6% darkness Changes damage: +12% light Critical mult.: +12.00% Mental save: +0 (+0 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 Maximum stamina: +15.00 A pointy cloth hat, very wizardly... |
Glowpassion (4 def, 9 armour) =8con=Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 0 physical Changes stats: +8 Con Changes resistances: +13% light / +13% darkness Changes damage: +21% light Grants telepathy: Dragon Light radius: +3 A suit of armour made of metal plates. |
Poludathra the steel shield (6 def, 2 armour, 44 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +4 Str / +2 Dex / +5 Con Talent granted: +2 Block Maximum life: +56.00 See invisible: +6 Handheld deflection devices. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
761 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. |
4 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
dwarven-steel pickaxe 'Noonbait' (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +20% light Changes damage: +12% light Maximum life: +26.00 Maximum stamina: +21.00 Lowers spell cool-downs by: 10% Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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)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)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. |
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? |
3 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. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +43.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
6 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. |
3 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. |
2 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. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (6/6)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 58 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 48] amazing fiery salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
amazing healing salve [power 687] amazing healing salve [power 687]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 70% cooldown modifier. It can be used to heal 687, putting Talent Medical Injector on cooldown for 5 turns. Medical salve. |
amazing pain suppressor salve [power 601] amazing pain suppressor salve [power 601]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -601 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 3 turns. Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 223% efficiency and 70% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
perfect black light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +25% darkness Light radius: -5 Infravision radius: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
Dourmight [power 93] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +1 Con / +1 Wil Changes resistances: +6% darkness Grants telepathy: Dragon Talent cooldown: Silence (-2 turns) Talents granted: +3 Telekinetic Blast +6 Silence Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 93 for 7 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Glorydawen the voratun torque of kinetic psionic shield [power 173] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +5 Changes stats: +7 Cun Changes resistances penetration: +25% physical Changes damage: +12% physical Reduces incoming crit damage: 16.00% Infravision radius: +3 Healing mod.: +20% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
Haledefast [power 139] (6 cooldown) =pog=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +2 Wil Changes resistances: +3% blight Maximum wards: +2 physical / +4 mind / +4 darkness Talents granted: +4 Telekinetic Blast +1 Ward Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +1% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 139 for 7 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Hirab the ash totem of thorny skin [power 32] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% temporal Maximum wards: +3 acid / +3 nature / +2 light Changes resistances penetration: +15% temporal Changes damage: +6% temporal Grants telepathy: Dragon Demon/Major Demon/Minor Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40%, putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments [power 2] (3 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 3 turns. Natural totems are made by powerful wilders to store nature power. |
6 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 9 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. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Far East Death Squad the Kruk Yeti Reaver level 10
28th Retaking 124th year of Ascendancy at 14:37 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Far East Death Squad the Kruk Yeti Reaver level 11
39th Retaking 124th year of Ascendancy at 10:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Far East Death Squad the Kruk Yeti Reaver level 31
20th Loss 124th year of Ascendancy at 19:48 see stats
Imp'ing Away (Insane (Roguelike) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Far East Death Squad the Kruk Yeti Reaver level 50
1st Revenge 125th year of Ascendancy at 19:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Far East Death Squad the Kruk Yeti Reaver level 10
25th Retaking 124th year of Ascendancy at 06:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Far East Death Squad the Kruk Yeti Reaver level 20
2nd Pain 124th year of Ascendancy at 18:04 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Far East Death Squad the Kruk Yeti Reaver level 30
5th Dearth 124th year of Ascendancy at 09:32 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Far East Death Squad the Kruk Yeti Reaver level 40
27th Destruction 124th year of Ascendancy at 01:45 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Far East Death Squad the Kruk Yeti Reaver level 50
13rd Retaking 125th year of Ascendancy at 10:45 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Far East Death Squad the Kruk Yeti Reaver level 50
32nd Retaking 125th year of Ascendancy at 21:22 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Far East Death Squad the Kruk Yeti Reaver level 36
33rd Loss 124th year of Ascendancy at 16:16 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Far East Death Squad the Kruk Yeti Reaver level 50
1st Revenge 125th year of Ascendancy at 23:04 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Far East Death Squad the Kruk Yeti Reaver level 36
44th Loss 124th year of Ascendancy at 19:16 see stats
The Dead God Rests (Insane (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Far East Death Squad the Kruk Yeti Reaver level 50
1st Revenge 125th year of Ascendancy at 12:31 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Far East Death Squad the Kruk Yeti Reaver level 44
36th Remembrance 125th year of Ascendancy at 02:09 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Far East Death Squad the Kruk Yeti Reaver level 25
24th Pain 124th year of Ascendancy at 02:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Far East Death Squad the Kruk Yeti Reaver level 36
33rd Loss 124th year of Ascendancy at 20:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Far East Death Squad the Kruk Yeti Reaver level 14
6th Revenge 124th year of Ascendancy at 10:13 see stats
Log
Far East Death Squad is not affected anymore by the salve.
Talent Infusion: Movement is ready to use.
Talent Infusion: Heroism is ready to use.
Rested for 26 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Far East Death Squad uses a pain suppressor salve.
Saving game...
Saving done.
Far East Death Squad deactivates Infestation.
Far East Death Squad deactivates Willful Tormenter.
Far East Death Squad deactivates Blood Vengeance.
Far East Death Squad deactivates Ruin.
Far East Death Squad deactivates Overkill.
Far East Death Squad is not affected anymore by the salve.
Far East Death Squad deactivates Bone Shield.





































































































































