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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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 | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 50 / 1181% |
| Size | gargantuan |
| Lifes / Deaths | Killed by sun-mage at level 7 on the 14th Retaking 124th year of Ascendancy at 14:40 1 / 6Killed by Ioshari the shalore at level 14 on the 27th Revenge 124th year of Ascendancy at 23:32 Killed by Imiro the shalore at level 15 on the 30th Revenge 124th year of Ascendancy at 18:19 Killed by Aerarithra the giant alligator at level 17 on the 39th Revenge 124th year of Ascendancy at 14:38 Killed by Xanathra the ritch hive mother at level 22 on the 49th Revenge 124th year of Ascendancy at 05:47 Killed by Xeratha the war bear at level 32 on the 45th Pain 124th year of Ascendancy at 09:36 |
Primary Stats
| Strength | 150 (base 60) |
| Dexterity | 58 (base 45) |
| Constitution | 63 (base 44) |
| Magic | 38 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 92 (base 60) |
Resources
| Life | 2355/2355 |
| Steam | 80/80 |
| Healing Factor | 1.9646850221114 |
| Regeneration | 113.13742229956 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +598.44427903315% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 215 |
| Accuracy | 67 |
| Crit Chance | 55% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 97 |
| Accuracy | 67 |
| Crit Chance | 55% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +40% |
| Physical | +44% |
| Cold | +43% |
| All | +28% |
| Darkness | +49% |
| Light | +31% |
| Lightning | +43% |
| Fire | +40% |
| Nature | +38% |
Offense: Damage Penetration
| Lightning | +20% |
| Fire | +25% |
| Physical | +25% |
| Mind | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 55 (30%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 40 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 33%( 76%) |
| Arcane | + 36%( 76%) |
| Cold | + 30%( 76%) |
| All | + 25%( 76%) |
| Physical | + 28%( 76%) |
| Darkness | + 37%( 76%) |
| Light | + 27%( 76%) |
| Temporal | + 27%( 76%) |
| Lightning | + 57%( 76%) |
| Mind | + 44%( 76%) |
| Fire | + 44%( 76%) |
| Nature | + 48%( 76%) |
Defense: Immunities
| Pinning Resistance | 45% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 90% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. 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 100% efficiency and cooldown mod of 100%. |
| 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 184% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Grinding Shield |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Chant of Fortitude |
| talent | Saw Wheels |
| beneficial effect | You have 6 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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: - 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 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Talent granted: +1 Rocket Boots Spell save: +10 (+3 eff.) Mental save: +10 (+4 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) Activation costs 32 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. |
| Quiver | Splendourhack the pouch of dwarven-steel shots (22/22, 34-40 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 10% chance to reduce all saves and defense by 24 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Ranged): +8 light Damage (radius 1) on hit: +12 light / +20 mind Damage (radius 2) on crit: +12 mind Shots are used with slings to pummel your foes to death. |
| Light source | BrighthungerPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 15 fire Changes resistances: +5% fire Changes resistances penetration: +10% mind Changes damage: +12% acid / +3% light Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Spellpower: +10 (+5 eff.) Light radius: +7 Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
| On hands | Voriba the dwarven-steel gauntlets (0 def, 9 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 51% * 10 arcane resource burn Damage (Melee): 7 physical Changes stats: +1 Wil Changes resistances: +5% arcane Changes damage: +4% physical Talent granted: +5 Spring Grapple Psi when hit: +0.24 Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +9 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | voratun pickaxe 'Cobraobeisance' (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Changes resistances: +12% lightning / +15% nature / +6% darkness Changes resistances penetration: +10% nature Changes damage: +10% nature / +21% darkness Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| 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" |
| On fingers | sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +12.00 Maximum life: +65.00 Healing mod.: +15% Rings make your fingers look great! |
| Around neck | Blindbliss of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +6 Defense: +28 (+7 eff.) Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 19 * 35% chance to reduce damage dealt by 20% Changes stats: +17 Lck / +4 Con Changes resistances: +6% cold / +3% temporal / +5% arcane / +3% light Changes resistances cap: +6% all Physical save: +34 (+9 eff.) Spell save: +18 (+6 eff.) Life regen: +7.00 Maximum life: +69.00 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
| In main hand | voratun steamsaw 'Pyreclamor' (53-80 power, 20 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 53.0 - 79.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +25.0% Attack speed: 100% Block value: +109 Damage (Melee): +20 fire Damage (radius 1) on hit: +20 fire Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +15% fire Changes resistances penetration: +20% lightning Changes damage: +15% lightning / +15% cold Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Pitchwing of the Blightspawn Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects when hit in melee: * 27% chance to reduce strength, dexterity, and constitution by 19 * 25% chance to reduce damage dealt by 20% Changes stats: +8 Str / +10 Mag / +9 Wil / +7 Cun / +7 Con Physical save: +12 (+3 eff.) Spell save: +10 (+3 eff.) Spell crit. chance: +5% Size category: +2 A belt that goes around your waist. |
| In off hand | voratun steamsaw 'Silenor' (40-60 power, 20 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +25.0% Attack speed: 100% Block value: +104 On weapon hit: * 10% chance to slow global speed by 51% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +2 Con Changes resistances: +10% blight / +1% physical / +15% nature / +5% arcane Talent granted: +3 Block Maximum life: +92.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Cloak of Daggers (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances: +30% lightning Physical save: +10 (+3 eff.) Stun/Freeze immunity: +50% Has a 50% chance each turn to slash an adjacent enemy for 256 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | troll-hide drakeskin leather armour of Eyal (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +31.00 Maximum life: +119.00 Healing mod.: +30% A suit of armour made of leather. |
Inventory
Mirror Image Rune (dur 6; cd 24) =keep=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Gardanion, the Light of God =keep=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+15 eff.) Mindpower: +40 (+14 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+10 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." |
Ring of the Dead =keep=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Dagger of the Past (25-32 power, 20 apr) =past and future=Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. This item has been sent to the Item's Vault. |
Ureslak's Molted Scales (0 def, 0 armour) =ureslak=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Steam Powered Boots (8 def, 15 armour) =steam=Requires: - 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 (+2 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! |
Steam Powered Gauntlets (0 def, 12 armour) =steam=Requires: - 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 Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Cap of the Undisturbed Mind (-10 def, 0 armour) =plot=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 (-5 eff.) Mindpower: -10 (-5 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. |
Steam Powered Helm (3 def, 12 armour) =steam=Requires: - 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 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Axe of Fluffy Evil =keep= Axe of Fluffy Evil =keep=Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
strange black disk (1) =plot=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) =plot=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) =plot=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" =keep=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. |
Automated Portable Extractor =keep=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. |
Rod of Recall (1/1) =keep=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 42] =keep= amazing fiery salve [power 42] =keep=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 184% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (42% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 42] =keep= amazing frost salve [power 42] =keep=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 184% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 608] =keep= amazing healing salve [power 608] =keep=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 184% efficiency and 63% cooldown modifier. It can be used to heal 608 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 42] =keep= amazing water salve [power 42] =keep=Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 184% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (42% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand Shredder =keep=Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 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. |
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
Buy an item from an AAA.By Vaed the Whitehoof Sawbutcher level 4
11st Retaking 124th year of Ascendancy at 08:34 see stats
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Vaed the Whitehoof Sawbutcher level 30
34th Pain 124th year of Ascendancy at 09:24 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Vaed the Whitehoof Sawbutcher level 8
14th Retaking 124th year of Ascendancy at 22:47 see stats
Blood on the Moon
Kill all of the Star Gazers within 7 game turns.By Vaed the Whitehoof Sawbutcher level 31
34th Pain 124th year of Ascendancy at 17:47 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Vaed the Whitehoof Sawbutcher level 33
47th Pain 124th year of Ascendancy at 15:28 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Vaed the Whitehoof Sawbutcher level 49
2nd Destruction 124th year of Ascendancy at 14:04 see stats
Exterminator
Killed 1000 creatures.By Vaed the Whitehoof Sawbutcher level 29
19th Pain 124th year of Ascendancy at 14:48 see stats
Fear me not!
Survived the Fearscape!By Vaed the Whitehoof Sawbutcher level 38
47th Dearth 124th year of Ascendancy at 03:30 see stats
Level 10
Got a character to level 10.By Vaed the Whitehoof Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 12:31 see stats
Level 20
Got a character to level 20.By Vaed the Whitehoof Sawbutcher level 20
48th Revenge 124th year of Ascendancy at 01:21 see stats
Level 30
Got a character to level 30.By Vaed the Whitehoof Sawbutcher level 30
20th Pain 124th year of Ascendancy at 02:52 see stats
Level 40
Got a character to level 40.By Vaed the Whitehoof Sawbutcher level 40
47th Dearth 124th year of Ascendancy at 15:34 see stats
Level 50
Got a character to level 50.By Vaed the Whitehoof Sawbutcher level 50
3rd Destruction 124th year of Ascendancy at 02:32 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Vaed the Whitehoof Sawbutcher level 14
23rd Revenge 124th year of Ascendancy at 19:17 see stats
One Ill Turn Deserves Another
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Vaed the Whitehoof Sawbutcher level 50
3rd Destruction 124th year of Ascendancy at 14:21 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Vaed the Whitehoof Sawbutcher level 35
52nd Pain 124th year of Ascendancy at 01:11 see stats
Santassacre!
Killed the little helper elves after saving them!By Vaed the Whitehoof Sawbutcher level 14
23rd Revenge 124th year of Ascendancy at 19:26 see stats
Size is everything
Did over 1500 damage in one attack.By Vaed the Whitehoof Sawbutcher level 50
4th Destruction 124th year of Ascendancy at 15:52 see stats
Size matters
Did over 600 damage in one attack.By Vaed the Whitehoof Sawbutcher level 44
14th Loss 124th year of Ascendancy at 05:29 see stats
That was close
Killed your target while having only 1 life left.By Vaed the Whitehoof Sawbutcher level 14
28th Revenge 124th year of Ascendancy at 00:13 see stats
The Dead God Rests
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Vaed the Whitehoof Sawbutcher level 50
6th Destruction 124th year of Ascendancy at 09:00 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Vaed the Whitehoof Sawbutcher level 39
47th Dearth 124th year of Ascendancy at 15:34 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Vaed the Whitehoof Sawbutcher level 41
52nd Dearth 124th year of Ascendancy at 08:47 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Vaed the Whitehoof Sawbutcher level 21
49th Revenge 124th year of Ascendancy at 00:05 see stats
To the Bitter End
You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Vaed the Whitehoof Sawbutcher level 50
6th Destruction 124th year of Ascendancy at 17:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Vaed the Whitehoof Sawbutcher level 28
13rd Pain 124th year of Ascendancy at 22:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Vaed the Whitehoof Sawbutcher level 18
40th Revenge 124th year of Ascendancy at 14:29 see stats
Log
Saving done.
You transfer The Black Crown (0 def, 15 armour) =shadow= to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer The Black Ring =shadow= to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Scale Mail of Kroltar (10 def, 18 armour) =kroltar= to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Moon (10-13 power, 0 apr) =moon and star= to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Star (10-13 power, 0 apr) =moon and star= to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Sceptre of the Archlich (40-48 power, 12 apr, darkness element) =lich= to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Ureslak's Molted Scales (0 def, 0 armour) =ureslak= to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Saving game...
Saving done.





















































































