

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| 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! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Possessor Bonus Class 1.6.0Donators/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 | Nightmare Adventure |
| Sex | Female |
| Race | Orc |
| Class | Annihilator |
| Level / Exp | 19 / 20% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 27 (base 12) |
| Dexterity | 53 (base 41) |
| Constitution | 36 (base 15) |
| Magic | 9 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 48 (base 38) |
Resources
| Life | 563/563 |
| Steam | 100/100 |
| Healing Factor | 1.4893203883495 |
| Regeneration | 4.8402912621359 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 44.455399245571 |
| See Invisible | 44.455399245571 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 67 |
| Crit Chance | 30% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +3% |
| Physical | +8% |
| Cold | +10% |
| All | 0% |
| Lightning | +10% |
| Light | +20% |
| Mind | +15% |
| Fire | +10% |
| Nature | +23% |
Offense: Damage Penetration
| Physical | +14% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 35 (80%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 18 |
| Physical Save | 32 |
| Spell Save | 19 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Light | + 42%( 70%) |
| Nature | + 58%( 70%) |
| Cold | + 40%( 70%) |
| Lightning | + 31%( 70%) |
| Fire | + 25%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.70 |
| 2/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exoskeleton |
| talent | Chemical Grenade |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 19% and triggers a radius 3 conal explosion dealing 61% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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. | active |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
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 |
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 |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
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. | active |
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 |
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 | pair of voratun boots 'Islyta' (16 def, 6 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Defense: +16 (+5 eff.) Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +6 Wil / +9 Con Changes resistances: +9% nature / +3% fire Changes resistances penetration: +7% physical Critical mult.: +5.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Pouch of the Subconscious (20/20, 147% power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | 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.(83 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold Light radius: +4 A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.59 to 109.76 lightning damage (73.17 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | iron gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +2 Fatigue: +1% Changes stats: +3 Dex Talent granted: +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| 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: +6 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | rogue's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +13 (+4 eff.) Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +9 (+5 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | 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 (+3 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? |
| In main hand | Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% fire / +7% cold Spell save: +7 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Galachik (0 def, 11 armour, 100% power, 80.5 block)Requires: - Shield usage training - Cunning 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +80 When wielded/worn: Armour: +11 Fatigue: +8% Changes resistances: +16% acid Talent granted: +1 Block Maximum life: +100.00 Handheld deflection devices. |
| Cloak | Airparry the cashmere cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Con Changes resistances: +6% lightning Changes damage: +3% blight Talent mastery: +0.40 Technique / Combat training Critical mult.: +20.00% Spell save: -11 (-11 eff.) Stamina each turn: +1.10 Mana each turn: -0.21 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 16 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +16 Armour Hardiness: +50% Defense: +10 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of mastery (0.10 Steamtech / Mecharachnid)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.10 Steamtech / Mecharachnid Confusion immunity: +20% Amulets can have magical properties. |
restful steel amulet of constitution (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Con Life regen: +2.00 Amulets can have magical properties. |
gladiator's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 24 Damage (Melee): 11 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 7 physical Changes stats: +5 Str / +1 Cun / +4 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. |
warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Kinetic Focus (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 88% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
halfling rough leather sling of true flightRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +6.0% Changes damage: +9% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
throat-seeking cured leather sling of enduringRequires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon crit: * silences the target Damage (Ranged): +9 nature When wielded/worn: Changes stats: +8 Con / +5 Wil Changes resistances penetration: +7% nature Maximum life: +19.00 Slings are used to hurl stones or metal shots at your foes. |
iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold A belt that goes around your waist. |
steady rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Physical save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
shielding linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Mag Spell save: +5 (+3 eff.) Light radius: +0 Infravision radius: +4 See stealth: +6 See invisible: +5 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 8% and attempts to push all creatures other than yourself out of its radius, inflicting 2.11 light damage and 1.76 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
thaloren dwarven-steel helm of might (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Wil / +3 Con Changes resistances: +7% blight Mental save: +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +10% blight / +10% nature / +17% lightning A suit of armour made of mail. |
icy steel shield of cold resistance (+16%) (0 def, 4 armour, 100% power, 38.5 block)Requires: - Shield usage training - Cunning 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 108% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 2 ice Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of lightning resistance (+16%) (0 def, 4 armour, 100% power, 42.5 block)Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 93% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of resilience (0 def, 4 armour, 100% power, 39 block)Requires: - Shield usage training - Cunning 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +39 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Maximum life: +40.00 Handheld deflection devices. |
3 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
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. |
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. |
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 133] simple healing salve [power 133]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 133 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
steel torque of gale force [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 113 damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
3 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. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Krystal the Orc Annihilator level 10
18th Retaking 124th year of Ascendancy at 09:14 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Krystal the Orc Annihilator level 13
23rd Retaking 124th year of Ascendancy at 13:12 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Krystal the Orc Annihilator level 10
16th Retaking 124th year of Ascendancy at 14:05 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Krystal the Orc Annihilator level 17
30th Retaking 124th year of Ascendancy at 23:14 see stats
Log
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.50 gold from the melting of acidic dwarven-steel shield (0 def, 6 armour, 100% power, 78.5 block).
You gain 1.97 gold from the melting of miner's hardened leather cap of absorption (0 def, 6 armour).
You gain 1.21 gold from the melting of shimmering cashmere robe (0 def, 0 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.95 gold from the melting of dwarven-steel waraxe of disruption (121% power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.10 gold from the melting of acidic dwarven-steel battleaxe of shearing (139% power, 2 apr).
There is a Stair to the cave here (press '' or right click to use).
Lore found: telepathic message (1)
You can read all your collected lore in the game menu, by pressing Escape.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Talent Orcish Fury is ready to use.
There is a Stair to the cave here (press '' or right click to use).
Guardian psi-ghost says: 'The day is drawing near...'
Lore found: telepathic message (2)
You can read all your collected lore in the game menu, by pressing Escape.
Quest 'Mystery of the Yetis' status updated! (Press 'j' to see the quest log)
Lore found: telepathic message (3)
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: telepathic message (4)
You can read all your collected lore in the game menu, by pressing Escape.
Krystal deactivates Chemical Grenade.
Krystal deactivates Exoskeleton.
























































































