Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.4.0Official 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:
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Berserker |
| Level / Exp | 43 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Star Gazer at level 26 on the 29th Revenge 124th year of Ascendancy at 10:58 3 / 4Killed by multi-hued drake at level 32 on the 8th Dearth 124th year of Ascendancy at 04:54 Killed by High Sun Paladin Aeryn at level 39 on the 42nd Dearth 124th year of Ascendancy at 08:10 Killed by steam defence turret at level 43 on the 45th Loss 124th year of Ascendancy at 20:14 |
Primary Stats
| Strength | 75 (base 60) |
| Dexterity | 62 (base 50) |
| Constitution | 47 (base 31) |
| Magic | 10 (base 10) |
| Willpower | 38 (base 37) |
| Cunning | 28 (base 10) |
Resources
| Life | 1505/1505 |
| Stamina | 314/314 |
| Healing Factor | 1 |
| Regeneration | 3.6675469764853 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 54 |
| Crit Chance | 54% |
| APR | 23 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.65 (100%) |
| Defense | 35 |
| Ranged Defense | 43 |
| Fatigue | 24 |
| Physical Save | 40 |
| Spell Save | 58 |
| Mental Save | 35 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Stun Resistance | 30% |
| Blind Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 283 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
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! | 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | 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 |
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 | [vs. wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour) (On feet)] wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour)wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Changes stats: +2(-) Cun / +2(-) Con Physical save: +16 (+8 eff.) (-) Mental save: +12 (+6 eff.) (-) Movement speed: +20% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. Quiver of Domination (20/20, 24-33.6 power, 8 apr) (Quiver)] Quiver of Domination (20/20, 24-33.6 power, 8 apr)Quiver of Domination (20/20, 24-33.6 power, 8 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (-) Physical crit. chance: +2.0% (-) Capacity: 20 (-) On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
| Light source | [vs. Amugaldil the dwarven lantern (Light source)] Amugaldil the dwarven lanternAmugaldil the dwarven lantern Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8(-) arcane / 37(-) fire Changes resistances: +15%(-) fire Spellpower on spell critical (stacks up to 3 times): +10 (-) Light radius: +7 (-) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | [vs. bladed dwarven-steel helm of precognition (5 def, 4 armour) (On head)] bladed dwarven-steel helm of precognition (5 def, 4 armour)bladed dwarven-steel helm of precognition (5 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour: +4 (-) Defense: +5 (+3 eff.) (-) Fatigue: +4% (-) Effects when hit in melee: * 12% chance to gain 10% of a turn Damage when hit (Melee): 0(-12) item temporal energize / 7(-) physical Changes stats: +4(-) Cun / +3(-) Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 260.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. dwarven-steel pickaxe 'Filthmalice' (dig speed 16 turns) (Tool)] dwarven-steel pickaxe 'Filthmalice' (dig speed 16 turns)dwarven-steel pickaxe 'Filthmalice' (dig speed 16 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage (Melee): 0(-40) item nature slow Changes stats: +2(-) Str Changes damage: +8%(-) mind / +8%(-) fire Mental save: +11 (+6 eff.) (-) Light radius: +3 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. savage's gold ring of warding (On fingers, 1 of 2)] savage's gold ring of wardingsavage's gold ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +14%(-) acid / +12%(-) fire / +13%(-) lightning / +11%(-) cold Spell save: +15 (+5 eff.) (-) Maximum stamina: +18.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savage's gold ring of warding (On fingers, 1 of 2)] Unruroddahell the LavaonslaughtUnruroddahell the Lavaonslaught Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 20 fire Changes stats: +0(-2) Con Changes resistances: +0%(-14%) acid / +0%(-13%) lightning / +0%(-12%) fire / +34% nature / +0%(-11%) cold Changes damage: +9% acid / +3% fire / +17% nature Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Maximum stamina: +0.00 (-18.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Emblem of Evasion (Around waist)] Emblem of EvasionEmblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+8 eff.) (-) Changes stats: +12(-) Dex / +10(-) Cun / +8(-) Lck Deflect projectiles away: +15% (-) Slows Projectiles: +30% (-) 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 allows you to see attacks before they land, granting you a 31% chance to completely evade them and granting you 26 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | [vs. Isuriwyn the stralite greatmaul (57.5-86.25 power, 23 apr) (In main hand)] Isuriwyn the stralite greatmaul (57.5-86.25 power, 23 apr)Isuriwyn the stralite greatmaul (57.5-86.25 power, 23 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +23 (-) Physical crit. chance: +22.5% (-) Attack speed: 100% (-) On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +13(-) mind When wielded/worn: Physical crit. chance: +13.0% (-) Damage when hit (Melee): 12(-) mind / 8(-) blight Changes stats: +3(-) Cun Changes resistances penetration: +14%(-) acid / +12%(-) fire / +16%(-) lightning / +19%(-) cold Mental save: +3 (+2 eff.) (-) Heals friendly targets nearby when you use a nature summon: +20 (-) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
| On hands | [vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)] Gloves of the Firm Hand (0 def, 8 armour)Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Con Talents cooldown: Clinch (-2(-) turns) Talents granted: +4.00(-) Iron Grip Disarm immunity: +130% (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) 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. |
| Main armor | [vs. Scale Mail of Kroltar (10 def, 23 armour) (Main armor)] Scale Mail of Kroltar (10 def, 23 armour)Scale Mail of Kroltar (10 def, 23 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +23 (-) Armour Hardiness: +20% (-) Defense: +10 (+5 eff.) (-) Fatigue: +17% (-) Damage when hit (Melee): 0(-) physical Changes stats: +5(-) Str / +3(-) Dex / +4(-) Con Changes resistances: +20%(-) acid / +20%(-) blight / +20%(-) fire / +20%(-) nature / +20%(-) lightning Maximum life: +120.00 (-) It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 17.10 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| Cloak | [vs. Fearfire Mantle (14 def, 0 armour) (Cloak)] Fearfire Mantle (14 def, 0 armour)Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) (-) Damage when hit (Melee): 30(-) fire Changes resistances: +10%(-) fire / +10%(-) darkness / +10%(-) cold Talent masteries: +0.20(-) Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | [vs. enraging steel amulet (Around neck)] enraging steel amuletenraging steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) (-) Changes damage: +6%(-) physical Combat speed: +10% (-) Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. schematic: Headlampschematic: Headlamp 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. |
[vs. bladed dwarven-steel helm of precognition (5 def, 4 armour) (On head)] Cap of the Undisturbed Mind (-10 def, 0 armour)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: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Physical power: -10 (-2 eff.) Armour: +0 (-4) Defense: -10 (-5 eff.) (-15 (-8 eff.)) Fatigue: +0% (-4%) Damage when hit (Melee): 0(-7) physical / 0(-12) item temporal energize Changes stats: +0(-3) Str / +4 Wil / +0(-4) Cun Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
strange black disk (1) 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) 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) 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. |
Automated Portable Extractor 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), costing 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. |
Stralite Sand Shredder 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. |
Rod of Recall (1/1) 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, costing 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. |
Yeti's Muscle Tissue (Mech) Yeti's Muscle Tissue (Mech)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! |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Krug the Kruk Yeti Berserker level 7
17th Retaking 124th year of Ascendancy at 05:40 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Krug the Kruk Yeti Berserker level 10
30th Retaking 124th year of Ascendancy at 08:06 see stats
Exterminator
Killed 1000 creatures.By Krug the Kruk Yeti Berserker level 27
44th Revenge 124th year of Ascendancy at 21:32 see stats
Fear me not!
Survived the Fearscape!By Krug the Kruk Yeti Berserker level 37
38th Dearth 124th year of Ascendancy at 02:20 see stats
Level 10
Got a character to level 10.By Krug the Kruk Yeti Berserker level 10
29th Retaking 124th year of Ascendancy at 18:26 see stats
Level 20
Got a character to level 20.By Krug the Kruk Yeti Berserker level 20
5th Revenge 124th year of Ascendancy at 05:42 see stats
Level 30
Got a character to level 30.By Krug the Kruk Yeti Berserker level 30
29th Pain 124th year of Ascendancy at 22:16 see stats
Level 40
Got a character to level 40.By Krug the Kruk Yeti Berserker level 40
42nd Dearth 124th year of Ascendancy at 10:41 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Krug the Kruk Yeti Berserker level 31
31st Pain 124th year of Ascendancy at 14:04 see stats
Size matters
Did over 600 damage in one attack.By Krug the Kruk Yeti Berserker level 23
20th Revenge 124th year of Ascendancy at 08:35 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Krug the Kruk Yeti Berserker level 39
42nd Dearth 124th year of Ascendancy at 10:41 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Krug the Kruk Yeti Berserker level 20
5th Revenge 124th year of Ascendancy at 12:00 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Krug the Kruk Yeti Berserker level 32
38th Pain 124th year of Ascendancy at 07:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Krug the Kruk Yeti Berserker level 15
43rd Retaking 124th year of Ascendancy at 16:32 see stats
Log
Krug is recovering from the damage!
Krug receives 51 healing.
Steam defence turret's Shoot hits Krug for 61 temporal, 67 physical, 62 fire, 96 lightning (286 total damage).
Steam defence turret's Shoot hits Krug for 129 physical, 14 nature, 62 fire, 96 lightning (301 total damage).
Krug uses Infusion: Regeneration.
Krug starts regenerating health quickly.
Krug drains life from Steam defence turret!
Krug hits Steam defence turret for 22 fire damage.
Krug receives 2 healing from Steam defence turret.
Steam defence turret shoots!
Steam defence turret's Arcane Vortex has been disrupted by anti-magic forces!
Krug is stunned!
Krug is knocked back!
Krug hits Krug for 29 healing, 29 healing (0 total damage) [59 healing].
Steam defence turret's Shoot hits Krug for 115 physical, 14 nature, 62 fire, 96 lightning (287 total damage).
Steam defence turret's Shoot hits Krug for 58 temporal, 64 physical, 62 fire, 96 lightning (280 total damage).
Krug the level 43 kruk yeti berserker was volted to death by a steam defence turret on level 1 of Palace of Fumes.
You have 3 life(s) left.
Krug stops regenerating health quickly.
Krug no longer revels in blood quite so much.
Krug deactivates Precise Strikes.
Krug deactivates Berserker Rage.
Krug's rage subsides!
Krug has finished recovering.
Krug deactivates Daunting Presence.
Krug is free from the net.
Krug is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
