














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Nightmare Roguelike | 
| Sex | Male | 
| Race | Kruk Yeti | 
| Class | Bulwark | 
| Level / Exp | 50 / 2424% | 
| Size | huge | 
| Lifes / Deaths | Killed by bursting entropic shard at level 22 on the 5th Revenge 124th year of Ascendancy at 19:03/ 2 Killed by Islyma the rattlesnake at level 50 on the 44th Remembrance 125th year of Ascendancy at 12:17 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 132 (base 60) | 
| Dexterity | 75 (base 60) | 
| Constitution | 85 (base 50) | 
| Magic | 22 (base 10) | 
| Willpower | 86 (base 38) | 
| Cunning | 52 (base 11) | 
Resources
| Life | 1/2282 | 
| Steam | 100/100 | 
| Stamina | 230/437 | 
| Equilibrium | 54 | 
| Healing Factor | 1.2517726352504 | 
| Regeneration | 38.513973358945 | 
Speed
| Mental | +4.4408920985006E-14% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +121.88948431535% | 
Vision
| Sight | 10 | 
| Lite | 13.593744565213 | 
| Infravision | 4 | 
Offense: Mainhand
| Damage | 211 | 
| Accuracy | 65 | 
| Crit Chance | 41% | 
| APR | 21 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 4.6 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 58 | 
| Crit Chance | 29% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +25% | 
| Darkness | +6% | 
| Light | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +15% | 
| Fire | +20% | 
| Nature | +25% | 
Defense: Base
| Armour (hardiness) | 91.672365458581 (100%) | 
| Defense | 43 | 
| Ranged Defense | 43 | 
| Fatigue | 0 | 
| Physical Save | 62 | 
| Spell Save | 65 | 
| Mental Save | 38 | 
Defense: Resistances
| Acid | + 53%( 70%) | 
| Blight | + 64%( 70%) | 
| Arcane | + 41%( 70%) | 
| Cold | + 68%( 70%) | 
| All | + 21%( 70%) | 
| Physical | + 34%( 70%) | 
| Lightning | + 35%( 70%) | 
| Light | + 40%( 70%) | 
| Temporal | + 26%( 70%) | 
| Mind | + 62%( 70%) | 
| Darkness | + 56%( 70%) | 
| Fire | + 23%( 70%) | 
| Nature | + 52%( 70%) | 
Defense: Immunities
| Pinning Resistance | 100% | 
| Bleed Resistance | 70% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 70% | 
| Knockback Resistance | 100% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Medical Injector 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 156% efficiency and cooldown mod of 80%. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Primal 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 heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1022% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector 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 203% efficiency and cooldown mod of 68%. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Combat techniques | 1.60 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat veteran | 1.60 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Warcries | 1.60 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Battle tactics | 1.60 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield defense | 1.60 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Shield offense | 1.60 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Race / Parasite | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 2.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.10 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.60 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To 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 Unicorn A 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, Quarry If 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 third valve has been destroyed. | active | 
| Kill 2 spawns of Urh'Rok on the level before killing any elite creatures.Infinite Dungeon Challenge (Level 75): Headhunter 0 / 2 demon spawn killed. | failed | 
| 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 Go Investigating 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 Yetis For 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 Fire Enter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Inside some of your foes you have found some intact pieces that give you new ideas.Research. Tinker. Annihilate. Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our 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 Awaits Along 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 Stars With 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 Shopowner He 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 Eyal Strange 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 |  Shoes of Slowly Moving Quickly (0 def, 0 armour) Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Talent granted: +2 Moss Tread Stealth bonus: +4 Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+1 eff.) Steampower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 16.47 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 87.81 lightning and 87.81 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! | 
| Quiver |  Spider's Fangs (20/20, 22-26 power, 8 apr) Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Nature Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. | 
| Light source |  Hellsbloom Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 12 nature / 12 fire Changes stats: +8 Str / +7 Wil / +8 Cun Changes resistances: +12% mind Changes resistances penetration: +20% fire Critical mult.: +19.00% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head | Fanged Collar Fanged Collar 0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Light radius: +7 It's a head... but is it yours? This object's appearance was changed to Brass Goggles. | 
| On hands |  Spellhunt Remnants (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 158.00 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. | 
| Tool |  The Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 62% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. | 
| On fingers |  Ring of the War Master Crafted 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 category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
| On fingers |  Pusgash the gold ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +15% mind / +3% physical Knockback immunity: +20% Life regen: +17.00 Only die when reaching: -80.00 life Maximum life: +76.00 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
| Around neck |  Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
| In main hand |  Pitchkarma the voratun mace (48-66 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * splashes acid on your target dealing 43 damage and reducing their armor Damage (Melee): +13 nature When wielded/worn: Changes stats: +10 Con / +11 Wil Changes resistances: +18% lightning / +9% light Changes resistances penetration: +15% darkness Changes damage: +6% darkness Maximum life: +37.00 Blunt and deadly. | 
| Around waist |  Adetha Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +1 Str / +4 Mag / +3 Con Changes resistances: +3% fire Spell save: +10 (+3 eff.) Mental save: +8 (+3 eff.) Life regen: +2.10 Mindpower: +4 (+1 eff.) Healing mod.: +16% Size category: +1 A belt that goes around your waist. | 
| In off hand |  scouring voratun shield of crushing (0 def, 10 armour, 70-84 power, 208 block) Requires: - Shield usage training - Strength 48 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +208 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+3 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 16 arcane resource burn Damage (Melee): 15 acid / 14 nature Effects when hit in melee: * 10 arcane resource burn Changes stats: +6 Con Changes resistances: +11% acid / +14% nature Talent granted: +1 Block Handheld deflection devices. | 
| Cloak |  Brighttouch the elven-silk cloak (3 def, 8 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes stats: +5 Str / +7 Dex / +2 Cun / +6 Con Changes resistances: +6% temporal / +9% darkness / +47% cold / +5% arcane / +25% nature Changes damage: +6% light Talent mastery: +0.40 Technique / Combat training Spell save: +12 (+3 eff.) Stamina each turn: +1.40 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Radiance. | 
| Main armor |  Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+9 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Confusion immunity: +100% Fear immunity: +100% Life regen: +10.00 Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 26% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. This object's appearance was changed to steel plate armour. | 
Inventory
|  heroism infusion (die at -547; dur 9; cd 26) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -547 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1094 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the warrior (heal 768; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 nature talent. | 
|  Gardanion, the Light of God Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+4 eff.) Mindpower: +40 (+10 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+14 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." | 
|  Blackfury the voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 6 blight Changes stats: +3 Mag / +6 Wil Changes damage: +6% acid Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +44% Mana each turn: +0.28 Maximum life: +50.00 Spell crit. chance: +4% Rings make your fingers look great! | 
|  Ring of Lost Love Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" | 
|  solipsist's gold ring of perseverance Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Stun/Freeze immunity: +20% Life regen: +3.00 Mindpower: +5 (+2 eff.) Rings make your fingers look great! | 
|  voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! | 
|  voratun waraxe (40-56 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. | 
|  focusing Rags of the Sanctuary of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +8% blight / +7% all Life regen: +2.10 Mana each turn: +0.14 Psi each turn: +0.14 Maximum life: +50.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  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 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-1 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. | 
|  hardened stralite mail armour of the deep (4 def, 19 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +19 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +18% acid / +8% physical / +7% fire / +5% lightning / +12% cold Allows you to breathe in: water A suit of armour made of mail. | 
|  Blightstopper (18 def, 12 armour, 52-62 power, 240 block) Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+6 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. | 
|  Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block) Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. | 
|  Titanic (20 def, 18 armour, 48-58 power, 320 block) Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. | 
|  3 agate 0.00 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. | 
|  256 alchemist agate 0.00 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. | 
|  24 onyx 0.00 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. | 
|  8 aquamarine 0.00 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. | 
|  20 lapis lazuli 0.00 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 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. | 
|  9 opal 0.00 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. | 
|  5 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 topaz 0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Goedalath Rock Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-9 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. | 
|  dwarven-steel pickaxe 'Barydas' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Con Changes resistances: +5% arcane / +18% light Changes damage: +18% physical Cut immunity: +20% Pinning immunity: +20% Light radius: +1 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: "A View From The Gallery" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. | 
|  22 emerald 0.00 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. | 
|  5 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Prothotipe's Prismatic Eye Powered 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 Casts lasers on spellcast when worn or imbued. 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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Ureslak's Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+1 eff.) When used to imbue an object: Physical power: +12 (+3 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+1 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. | 
|  Automated Portable Extractor Powered 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) Activation costs 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. | 
|  13 bloodstone 0.00 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. | 
|  6 fire opal 0.00 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. | 
|  19 garnet 0.00 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 ruby 0.00 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 Entropy (1/1) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 72% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. | 
|  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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| amazing fiery salve [power 20]amazing fiery salve [power 20] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (20% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| amazing healing salve [power 291]amazing healing salve [power 291] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 291 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| amazing pain suppressor salve [power 255]amazing pain suppressor salve [power 255] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -255 life and reduces all damage by 24% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| powerful frost salve [power 15]powerful frost salve [power 15] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| powerful water salve [power 15]powerful water salve [power 15] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (15% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
|  Scattermind (20/20, 17-20 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 60% Cun, 60% Dex Damage type: Mind Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. | 
|  8 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. | 
|  8 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  12 moonstone 0.00 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 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  14 pearl 0.00 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. | 
|  22 quartz 0.00 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. | 
|  5 amber 0.00 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. | 
|  ametrine 0.00 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.
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 (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.
			A Fistful of Gold (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.By BloodSmear the Kruk Yeti Bulwark level 13
25th Retaking 124th year of Ascendancy at 23:05 see stats
 Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By BloodSmear the Kruk Yeti Bulwark level 12
23rd Retaking 124th year of Ascendancy at 05:47 see stats
 Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By BloodSmear the Kruk Yeti Bulwark level 50
32nd Dearth 124th year of Ascendancy at 10:48 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By BloodSmear the Kruk Yeti Bulwark level 28
22nd Revenge 124th year of Ascendancy at 04:01 see stats
 Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!By BloodSmear the Kruk Yeti Bulwark level 50
42nd Dearth 124th year of Ascendancy at 21:10 see stats
 I did not want that! (Nightmare (Roguelike) difficulty)
			Tricked Nektosh into killing one of his own people.
			I did not want that! (Nightmare (Roguelike) difficulty)
			Tricked Nektosh into killing one of his own people.By BloodSmear the Kruk Yeti Bulwark level 21
52nd Retaking 124th year of Ascendancy at 16:00 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By BloodSmear the Kruk Yeti Bulwark level 10
19th Retaking 124th year of Ascendancy at 00:07 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By BloodSmear the Kruk Yeti Bulwark level 20
45th Retaking 124th year of Ascendancy at 13:45 see stats
 Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By BloodSmear the Kruk Yeti Bulwark level 30
23rd Revenge 124th year of Ascendancy at 20:04 see stats
 Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.By BloodSmear the Kruk Yeti Bulwark level 40
22nd Pain 124th year of Ascendancy at 16:03 see stats
 Level 50 (Nightmare (Roguelike) difficulty)
			Got a character to level 50.
			Level 50 (Nightmare (Roguelike) difficulty)
			Got a character to level 50.By BloodSmear the Kruk Yeti Bulwark level 50
31st Dearth 124th year of Ascendancy at 18:23 see stats
 No Steam, No Palace. No Palace, No Palace! (Nightmare (Roguelike) difficulty)
			Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.
			No Steam, No Palace. No Palace, No Palace! (Nightmare (Roguelike) difficulty)
			Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By BloodSmear the Kruk Yeti Bulwark level 50
32nd Dearth 124th year of Ascendancy at 08:27 see stats
 Once Upon A Time, In the West... (Nightmare (Roguelike) difficulty)
			Hear the Eidolon's retelling of the Scourge from the West's journey.
			Once Upon A Time, In the West... (Nightmare (Roguelike) difficulty)
			Hear the Eidolon's retelling of the Scourge from the West's journey.By BloodSmear the Kruk Yeti Bulwark level 50
37th Loss 124th year of Ascendancy at 09:55 see stats
 One Ill Turn Deserves Another (Nightmare (Roguelike) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.
			One Ill Turn Deserves Another (Nightmare (Roguelike) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By BloodSmear the Kruk Yeti Bulwark level 50
32nd Dearth 124th year of Ascendancy at 08:27 see stats
 Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
			Freed the remnants of the Prides from the Internment Camp.By BloodSmear the Kruk Yeti Bulwark level 39
11st Pain 124th year of Ascendancy at 10:34 see stats
 Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.By BloodSmear the Kruk Yeti Bulwark level 46
28th Dearth 124th year of Ascendancy at 01:27 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By BloodSmear the Kruk Yeti Bulwark level 25
15th Revenge 124th year of Ascendancy at 06:31 see stats
 The Dead God Rests (Nightmare (Roguelike) difficulty)
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.
			The Dead God Rests (Nightmare (Roguelike) difficulty)
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By BloodSmear the Kruk Yeti Bulwark level 50
44th Dearth 124th year of Ascendancy at 22:47 see stats
 The High Lady's Destiny (Finale) (Nightmare (Roguelike) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale) (Nightmare (Roguelike) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By BloodSmear the Kruk Yeti Bulwark level 50
20th Loss 124th year of Ascendancy at 06:34 see stats
 This will make a big Omelette! (Nightmare (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette! (Nightmare (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By BloodSmear the Kruk Yeti Bulwark level 30
23rd Revenge 124th year of Ascendancy at 22:19 see stats
 To the Bitter End (Nightmare (Roguelike) difficulty)
			You have destroyed the last remnants of the Atmos Tribe, ending their civilization.
			To the Bitter End (Nightmare (Roguelike) difficulty)
			You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By BloodSmear the Kruk Yeti Bulwark level 50
45th Dearth 124th year of Ascendancy at 17:18 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By BloodSmear the Kruk Yeti Bulwark level 35
42nd Revenge 124th year of Ascendancy at 11:20 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By BloodSmear the Kruk Yeti Bulwark level 19
45th Retaking 124th year of Ascendancy at 08:40 see stats
Log
BloodSmear's manaburn arcane area effect hits Gigantic gravity worm for 0 arcane damage.
BloodSmear's manaburn arcane area effect hits BloodSmear for 0 arcane damage.
BloodSmear's manaburn arcane area effect hits Islyma the rattlesnake for 0 arcane damage.
BloodSmear's manaburn arcane area effect hits Xanogo the Spawn of Urh'Rok for 0 arcane damage.
Talent Vitality is ready to use.
Talent Moss Tread is ready to use.
Talent Shattering Shout is ready to use.
Psy Worm from Xanogo the Spawn of Urh'Rok hits BloodSmear for (11 resonance), 11 mind (11 total damage).
Deadly Poison from Xanogo the Spawn of Urh'Rok hits BloodSmear for (35 antimagic), 0 nature (0 total damage).
BloodSmear uses Blinding Speed.
BloodSmear speeds up.
Blinding Speed is still on cooldown for 55 turns.
Blinding Speed is still on cooldown for 55 turns.
BloodSmear uses Infusion: Primal.
BloodSmear attunes to the wild.
Infusion: Primal is still on cooldown for 18 turns.
Infusion: Primal is still on cooldown for 18 turns.
BloodSmear receives 162 healing.
BloodSmear receives 45 healing from Adetha .
Islyma the rattlesnake speeds up.
Islyma the rattlesnake is not silenced anymore.
Islyma the rattlesnake uses Execution.
Islyma the rattlesnake performs a melee critical strike against BloodSmear!
Your resonance field crumbles under the damage!
The psychic field around BloodSmear crumbles.
BloodSmear is no longer being stalked by Islyma the rattlesnake.
Islyma the rattlesnake hits BloodSmear for (47 resonance), 851 physical (851 total damage).
Melee retaliation hits Islyma the rattlesnake for 0 arcane, 3 fire, 7 nature, 45 healing (10 total damage) [45 healing].
BloodSmear the level 50 kruk yeti bulwark was disembowelled to death by Islyma the rattlesnake on level 75 of Infinite Dungeon.





























































