

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Possessor Bonus Class 1.7.4Donators/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:
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 Exploration |
Sex | Female |
Race | Orc |
Class | Gunslinger |
Level / Exp | 50 / 197% |
Size | medium |
Lifes / Deaths | Killed by Galen the shalore at level 17 on the 8th Pain 124th year of Ascendancy at 21:46 / 77Killed by Galen the shalore at level 17 on the 8th Pain 124th year of Ascendancy at 22:08 Killed by Nduri the shalore at level 17 on the 8th Pain 124th year of Ascendancy at 22:40 Killed by Galen the shalore at level 17 on the 8th Pain 124th year of Ascendancy at 23:19 Killed by Nduri the shalore at level 17 on the 8th Pain 124th year of Ascendancy at 23:56 Killed by Nduri the shalore at level 17 on the 9th Pain 124th year of Ascendancy at 00:25 Killed by Ahdurath the shalore at level 17 on the 9th Pain 124th year of Ascendancy at 00:56 Killed by Galen the shalore at level 17 on the 9th Pain 124th year of Ascendancy at 01:39 Killed by Galen the shalore at level 17 on the 9th Pain 124th year of Ascendancy at 02:05 Killed by Galen the shalore at level 17 on the 9th Pain 124th year of Ascendancy at 03:32 Killed by Asshi the shalore at level 17 on the 41st Pain 124th year of Ascendancy at 01:52 Killed by shadow at level 17 on the 41st Pain 124th year of Ascendancy at 02:30 Killed by Asshi the shalore at level 17 on the 41st Pain 124th year of Ascendancy at 03:00 Killed by Asshi the shalore at level 17 on the 41st Pain 124th year of Ascendancy at 03:28 Killed by Iten the shalore at level 17 on the 41st Pain 124th year of Ascendancy at 03:58 Killed by Saleda the dire wolf at level 22 on the 18th Dearth 124th year of Ascendancy at 08:14 Killed by Star Gazer at level 22 on the 18th Dearth 124th year of Ascendancy at 15:36 Killed by Gleba the ritch larva at level 24 on the 25th Dearth 124th year of Ascendancy at 16:21 Killed by Vonear the human at level 28 on the 39th Dearth 124th year of Ascendancy at 17:58 Killed by Itzmoana the human at level 28 on the 44th Dearth 124th year of Ascendancy at 03:04 Killed by Nearn the human at level 31 on the 12nd Loss 124th year of Ascendancy at 07:43 Killed by High Sun Paladin Aeryn at level 31 on the 15th Loss 124th year of Ascendancy at 16:33 Killed by High Sun Paladin Aeryn at level 31 on the 15th Loss 124th year of Ascendancy at 17:23 Killed by High Sun Paladin Aeryn at level 31 on the 15th Loss 124th year of Ascendancy at 19:26 Killed by Ivorin the sunwall guard at level 32 on the 16th Loss 124th year of Ascendancy at 04:29 Killed by sunwall archer at level 32 on the 16th Loss 124th year of Ascendancy at 07:32 Killed by Rocokea the human at level 32 on the 35th Loss 124th year of Ascendancy at 06:32 Killed by Vearma the human at level 32 on the 35th Loss 124th year of Ascendancy at 08:00 Killed by Roar the human at level 32 on the 18th Destruction 124th year of Ascendancy at 05:56 Killed by Roar the human at level 32 on the 18th Destruction 124th year of Ascendancy at 07:00 Killed by Nournann the human at level 32 on the 17th Remembrance 125th year of Ascendancy at 02:43 Killed by Blarnder the human at level 32 on the 17th Remembrance 125th year of Ascendancy at 15:58 Killed by war hound at level 33 on the 24th Remembrance 125th year of Ascendancy at 23:44 Killed by Silekira the shalore liberator at level 34 on the 25th Remembrance 125th year of Ascendancy at 03:08 Killed by High Sun Paladin Aeryn at level 34 on the 25th Remembrance 125th year of Ascendancy at 15:45 Killed by High Sun Paladin Aeryn at level 34 on the 25th Remembrance 125th year of Ascendancy at 16:14 Killed by High Sun Paladin Aeryn at level 34 on the 25th Remembrance 125th year of Ascendancy at 17:55 Killed by Orko Dio's Inner Demon at level 35 on the 26th Remembrance 125th year of Ascendancy at 20:13 Killed by mecharachnid flame thrower at level 35 on the 26th Remembrance 125th year of Ascendancy at 21:00 Killed by retaliator of Atmos at level 36 on the 28th Remembrance 125th year of Ascendancy at 07:05 Killed by retaliator of Atmos at level 36 on the 28th Remembrance 125th year of Ascendancy at 08:10 Killed by Automated Defense System at level 42 on the 2nd Retaking 125th year of Ascendancy at 10:01 Killed by Automated Defense System at level 42 on the 2nd Retaking 125th year of Ascendancy at 13:17 Killed by Council Member Palaquie at level 45 on the 10th Retaking 125th year of Ascendancy at 04:00 Killed by Council Member Palaquie at level 45 on the 10th Retaking 125th year of Ascendancy at 05:20 Killed by Lashing Tentacle at level 49 on the 16th Retaking 125th year of Ascendancy at 17:27 Killed by Sher'Tul High Priest at level 50 on the 17th Retaking 125th year of Ascendancy at 08:36 Killed by Sher'Tul High Priest at level 50 on the 17th Retaking 125th year of Ascendancy at 11:04 Killed by Sher'Tul High Priest at level 50 on the 17th Retaking 125th year of Ascendancy at 13:04 Killed by spiked tentacle at level 50 on the 17th Retaking 125th year of Ascendancy at 14:46 Killed by spiked tentacle at level 50 on the 17th Retaking 125th year of Ascendancy at 17:41 Killed by Sher'Tul High Priest at level 50 on the 17th Retaking 125th year of Ascendancy at 21:11 Killed by Sher'Tul High Priest at level 50 on the 17th Retaking 125th year of Ascendancy at 23:04 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 00:51 Killed by spiked tentacle at level 50 on the 18th Retaking 125th year of Ascendancy at 03:33 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 04:54 Killed by spiked tentacle at level 50 on the 18th Retaking 125th year of Ascendancy at 05:11 Killed by spiked tentacle at level 50 on the 18th Retaking 125th year of Ascendancy at 06:38 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 08:25 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 09:49 Killed by spiked tentacle at level 50 on the 18th Retaking 125th year of Ascendancy at 12:09 Killed by spiked tentacle at level 50 on the 18th Retaking 125th year of Ascendancy at 13:28 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 14:39 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 16:08 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 18:02 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 20:00 Killed by Sher'Tul High Priest at level 50 on the 18th Retaking 125th year of Ascendancy at 22:58 Killed by Sher'Tul High Priest at level 50 on the 19th Retaking 125th year of Ascendancy at 01:01 Killed by Sher'Tul High Priest at level 50 on the 19th Retaking 125th year of Ascendancy at 03:11 Killed by Sher'Tul High Priest at level 50 on the 19th Retaking 125th year of Ascendancy at 04:41 Killed by Sher'Tul High Priest at level 50 on the 19th Retaking 125th year of Ascendancy at 06:33 Killed by Sher'Tul High Priest at level 50 on the 19th Retaking 125th year of Ascendancy at 10:01 Killed by Sher'Tul High Priest at level 50 on the 19th Retaking 125th year of Ascendancy at 21:39 Killed by Sher'Tul High Priest at level 50 on the 20th Retaking 125th year of Ascendancy at 01:16 Killed by Sher'Tul High Priest at level 50 on the 20th Retaking 125th year of Ascendancy at 04:10 Killed by Sher'Tul High Priest at level 50 on the 20th Retaking 125th year of Ascendancy at 07:03 Killed by Sher'Tul High Priest at level 50 on the 20th Retaking 125th year of Ascendancy at 09:15 |
Primary Stats
Strength | 37 (base 29) |
Dexterity | 69 (base 60) |
Constitution | 76 (base 60) |
Magic | 19 (base 10) |
Willpower | 23 (base 10) |
Cunning | 92 (base 60) |
Resources
Life | 1506/1506 |
Steam | 100/100 |
Healing Factor | 1.713915632753 |
Regeneration | 6.4271836228238 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
Offense: Mainhand
Damage | 85 |
Accuracy | 62 |
Crit Chance | 48% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 85 |
Accuracy | 62 |
Crit Chance | 48% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Lightning | +21% |
Darkness | +10% |
Physical | +10% |
Cold | +27% |
All | 0% |
Offense: Damage Penetration
Nature | +30% |
All | +7% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 14 |
Mental Save | 29 |
Defense: Resistances
Lightning | + 39%( 70%) |
Nature | + 36%( 70%) |
Cold | + 42%( 70%) |
Blight | + 34%( 70%) |
Acid | + 48%( 70%) |
Fire | + 42%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 49% |
Disarm Resistance | 86% |
Knockback Resistance | 74% |
Stun Resistance | 50% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Constitution 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 116% efficiency and cooldown mod of 81%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Embedded Restoration Systems |
talent | Automated Cloak Tessellation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Changes stats: +4 Str / +4 Dex / +10 Mag / +6 Cun / +4 Con Changes resistances: +15% lightning Changes damage: +21% lightning Physical save: +4 (+1 eff.) Pinning immunity: +5% Knockback immunity: +5% Teleport immunity: +100% Infravision radius: +3 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 169% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +14.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 251 physical damage Travel speed: +200% Damage (Ranged): +5 physical When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-5 eff.) Silence immunity: +20% Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Changes stats: +5 Con Talent cooldown: Clinch (-2 turns) Talent granted: +1 Sand Shredder Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 320 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Changes resistances: +28% acid Changes damage: +14% acid Maximum encumbrance: +20 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +4 Con / +5 Wil Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +27% cold Disarm immunity: +36% Pinning immunity: +44% Knockback immunity: +39% Maximum life: +39.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +2 Str / +7 Wil / +2 Con Changes resistances: +15% cold Blindness immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +20% Healing mod.: +20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +9.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +70.00 Maximum mana: +42.00 Maximum stamina: +26.00 Maximum hate: +12.00 Maximum psi: +23.00 Maximum vim: +22.00 Maximum pos.energy: +20.00 Maximum neg.energy: +22.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +14 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +8% nature Steampower: +13 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +5% nature / +5% cold Physical save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +8% blight / +13% all Life regen: +3.50 Maximum life: +60.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
![]() 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 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+7 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+7 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 315/400. 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. |
powerful frost salve [power 21] powerful frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 116% efficiency and 81% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 294] powerful healing salve [power 294]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 116% efficiency and 81% cooldown modifier. It can be used to heal 294 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 254] powerful pain suppressor salve [power 254]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 116% efficiency and 81% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -254 life and reduces all damage by 21% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+8 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+8 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
By Orko Dio the Orc Gunslinger level 32
26th Loss 124th year of Ascendancy at 23:06 see stats
By Orko Dio the Orc Gunslinger level 13
1st Revenge 124th year of Ascendancy at 01:52 see stats
By Orko Dio the Orc Gunslinger level 30
45th Dearth 124th year of Ascendancy at 16:07 see stats
By Orko Dio the Orc Gunslinger level 50
20th Retaking 125th year of Ascendancy at 18:52 see stats
By Orko Dio the Orc Gunslinger level 10
41st Retaking 124th year of Ascendancy at 16:20 see stats
By Orko Dio the Orc Gunslinger level 20
50th Pain 124th year of Ascendancy at 11:40 see stats
By Orko Dio the Orc Gunslinger level 30
45th Dearth 124th year of Ascendancy at 01:18 see stats
By Orko Dio the Orc Gunslinger level 40
48th Remembrance 125th year of Ascendancy at 15:42 see stats
By Orko Dio the Orc Gunslinger level 50
17th Retaking 125th year of Ascendancy at 04:09 see stats
By Orko Dio the Orc Gunslinger level 46
10th Retaking 125th year of Ascendancy at 08:14 see stats
By Orko Dio the Orc Gunslinger level 31
47th Dearth 124th year of Ascendancy at 06:41 see stats
By Orko Dio the Orc Gunslinger level 41
52nd Remembrance 125th year of Ascendancy at 11:29 see stats
By Orko Dio the Orc Gunslinger level 32
16th Loss 124th year of Ascendancy at 07:30 see stats
By Orko Dio the Orc Gunslinger level 50
20th Retaking 125th year of Ascendancy at 11:16 see stats
By Orko Dio the Orc Gunslinger level 34
25th Remembrance 125th year of Ascendancy at 18:38 see stats
By Orko Dio the Orc Gunslinger level 36
28th Remembrance 125th year of Ascendancy at 05:49 see stats
By Orko Dio the Orc Gunslinger level 27
26th Dearth 124th year of Ascendancy at 05:15 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
You hear a mechanism clicking.
You hear a door closing.
You hear a mechanism clicking.
You hear a door opening.
Ran for 2 turns (stop reason: interesting terrain).
Orko Dio strafes with her steamguns!
Orko Dio deactivates Evasive Shots.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (Training Dummy)).
Orko Dio reloads.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (Training Dummy)).
Talent Strafe is ready to use.
Talent Evasive Shots is ready to use.
Orko Dio wears: throat-seeking voratun steamgun of tinkering (+4).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (Training Dummy)).
Orko Dio deactivates her cloak's restoration systems.