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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Orc |
| Class | Sawbutcher |
| Level / Exp | 50 / 1005% |
| Size | medium |
| Lifes / Deaths | Killed by Mew's Inner Demon at level 42 on the 37th Loss 124th year of Ascendancy at 01:24 5 / 2Killed by Mew's Inner Demon at level 42 on the 37th Loss 124th year of Ascendancy at 05:03 |
Primary Stats
| Strength | 90 (base 60) |
| Dexterity | 60 (base 21) |
| Constitution | 87 (base 60) |
| Magic | 24 (base 18) |
| Willpower | 34 (base 10) |
| Cunning | 88 (base 60) |
Resources
| Life | 1869/1869 |
| Psi | 124/124 |
| Steam | 80/80 |
| Healing Factor | 1.5894163424126 |
| Regeneration | 30.596264591443 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 14 |
| See Stealth | 35 |
| See Invisible | 57 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 64 |
| Crit Chance | 66% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +45% |
| Cold | +45% |
| All | +8% |
| Lightning | +60% |
| Light | +19% |
| Temporal | +45% |
| Physical | +70% |
| Fire | +80% |
| Darkness | +43% |
Offense: Damage Penetration
| Blight | +19% |
| Physical | +43% |
| Fire | +43% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 77 (30%) |
| Defense | 47 |
| Ranged Defense | 54 |
| Fatigue | 23 |
| Physical Save | 55 |
| Spell Save | 20 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 58%( 70%) |
| Blight | + 44%( 70%) |
| Physical | + 49%( 70%) |
| Mind | + 59%( 70%) |
| All | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 40% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 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 219% efficiency and cooldown mod of 78%. 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: 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 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Mow Down |
| talent | Chant of Fortitude |
| talent | Grinding Shield |
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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. 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 | Steam Powered Boots (8 def, 15 armour) 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 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +1 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | Light of Revelation Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +25% darkness Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +2 Infravision radius: +10 See stealth: +35 See invisible: +45 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Steam Powered Helm (3 def, 12 armour) 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: Accuracy: +25 (+7 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Light radius: +7 A Helmet. But with steam power! |
| Tool | Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +5 Str / +2 Dex / +3 Wil / +9 Con Changes resistances: +30% lightning / +6% mind / +6% blight Changes resistances penetration: +5% blight Changes damage: +15% lightning Life regen: +16.00 Maximum life: +92.00 Infravision radius: +2 See invisible: +12 Healing mod.: +14% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | The Twisted Blade (50-75 power, 44 apr) Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 50.0 - 75.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +44 Crit. chance: +25.0% Attack speed: 100% Block value: +150 On weapon kill: * Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +14 (+5 eff.) Fatigue: +15% Talent granted: +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 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 Talent granted: +5 Spring Grapple 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! |
| Main armor | Galen's Flowing Robe (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Reduces incoming crit damage: 35.00% Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+12 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Liquid Metal Cloak (20 def, 10 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+7 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+11 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 72 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
| Around neck | wanderer's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 9 light / 11 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 22% * 9% chance to blind Changes stats: +8 Dex / +5 Cun / +8 Con Changes damage: +11% light / +10% darkness Life regen: +3.00 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
Inventory
steam generator implant (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24)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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 220 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+10 eff.) Spellpower: +40 (+14 eff.) Mindpower: +40 (+14 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+9 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." |
SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
UnrurolegrimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 54% Changes resistances: +12% lightning / +9% fire / +6% darkness Changes resistances penetration: +5% acid Physical save: +30 (+9 eff.) Spell save: +29 (+15 eff.) Mental save: +27 (+9 eff.) Stun/Freeze immunity: +20% Amulets can have magical properties. |
Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John Activation costs 80 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+4 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 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. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+14 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
DreamweaverRequires: - Willpower 18 - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Mindpower: +15 (+5 eff.) Mental crit. chance: +7% Steampower: +5 (+1 eff.) It can be used to throw the gun and cause it to explode, dealing by 272 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns Activation costs 20 power out of 20/20. This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 45 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 101.14 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+7 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Belorana the Shadowhunter (20 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Defense: +20 (+7 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 darkness Changes stats: +4 Mag / +4 Wil / +7 Cun Changes resistances: +37% darkness Changes resistances penetration: +15% mind Changes damage: +17% darkness / +6% mind Critical mult.: +14.00% Reduces incoming crit damage: 0.00% Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Spellpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+5 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 101 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Critical mult.: +14.00% Mana each turn: +0.14 Spellpower: +12 (+4 eff.) Spell crit. chance: +12% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-3 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. |
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: +0 (+0 eff.) Armour: +8 Defense: +4 (+2 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 Light radius: +0 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+10 eff.) Mindpower: +10 (+4 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+7 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+11 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
The Black Plate (25 def, 35 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+9 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+5 eff.) Spell save: +25 (+13 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
75 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
15 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
shattering voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +19% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +9 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. 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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
12 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 162.01 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 162.01 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) 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. |
11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 frost salve [power 23] amazing frost salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great healing salve [power 288] great healing salve [power 288]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 288 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent healing salve [power 195] potent healing salve [power 195]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 195 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 149] simple healing salve [power 149]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 149 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
16 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 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. |
9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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
Buy an item from an AAA.By Mew the Orc Sawbutcher level 38
19th Loss 124th year of Ascendancy at 17:02 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Mew the Orc Sawbutcher level 11
33rd Retaking 124th year of Ascendancy at 02:27 see stats
Do not go gentle into that good night
Trapped John.By Mew the Orc Sawbutcher level 50
4th Retaking 125th year of Ascendancy at 01:26 see stats
Exterminator
Killed 1000 creatures.By Mew the Orc Sawbutcher level 26
27th Pain 124th year of Ascendancy at 19:33 see stats
Imp'ing Away
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Mew the Orc Sawbutcher level 50
26th Destruction 124th year of Ascendancy at 08:45 see stats
Level 10
Got a character to level 10.By Mew the Orc Sawbutcher level 10
29th Retaking 124th year of Ascendancy at 06:03 see stats
Level 20
Got a character to level 20.By Mew the Orc Sawbutcher level 20
46th Revenge 124th year of Ascendancy at 23:26 see stats
Level 30
Got a character to level 30.By Mew the Orc Sawbutcher level 30
39th Pain 124th year of Ascendancy at 13:07 see stats
Level 40
Got a character to level 40.By Mew the Orc Sawbutcher level 40
34th Loss 124th year of Ascendancy at 21:50 see stats
Level 50
Got a character to level 50.By Mew the Orc Sawbutcher level 50
15th Destruction 124th year of Ascendancy at 08:00 see stats
No Steam, No Palace. No Palace, No Palace!
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Mew the Orc Sawbutcher level 49
14th Destruction 124th year of Ascendancy at 16:32 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 Mew the Orc Sawbutcher level 49
14th Destruction 124th year of Ascendancy at 16:32 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Mew the Orc Sawbutcher level 33
49th Pain 124th year of Ascendancy at 10:02 see stats
Size is everything
Did over 1500 damage in one attack.By Mew the Orc Sawbutcher level 50
2nd Remembrance 125th year of Ascendancy at 13:28 see stats
Size matters
Did over 600 damage in one attack.By Mew the Orc Sawbutcher level 34
16th Dearth 124th year of Ascendancy at 12:12 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 Mew the Orc Sawbutcher level 50
25th Destruction 124th year of Ascendancy at 17:38 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Mew the Orc Sawbutcher level 50
4th Remembrance 125th year of Ascendancy at 19:29 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Mew the Orc Sawbutcher level 29
28th Pain 124th year of Ascendancy at 20:28 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mew the Orc Sawbutcher level 37
16th Loss 124th year of Ascendancy at 21:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mew the Orc Sawbutcher level 19
46th Revenge 124th year of Ascendancy at 01:33 see stats
Log
Saving done.
Saving game...
Saving done.
Mew wears: The Twisted Blade (50-75 power, 44 apr) .
Resting starts...
Talent Block is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
Mew activates Tempest of Metal.
Mew activates Overheat Saws.
Mew activates Grinding Shield.
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Mew deactivates Chant of Fortitude.
Mew deactivates Mow Down.
Galen's Flowing Robe activates and resets Mew's Chant of Fortitude cooldown!
Mew deactivates Furnace.
Galen's Flowing Robe activates and resets Mew's Mow Down cooldown!
Mew deactivates Grinding Shield.
Galen's Flowing Robe activates and resets Mew's Furnace cooldown!
Mew deactivates Tempest of Metal.
Galen's Flowing Robe activates and resets Mew's Grinding Shield cooldown!
Mew deactivates Melting Point.
Galen's Flowing Robe activates and resets Mew's Tempest of Metal cooldown!
Mew deactivates Overheat Saws.
Galen's Flowing Robe activates and resets Mew's Melting Point cooldown!































































































































