Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Select your Escorts 1.6.0Allows 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 1.6.7Official 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! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.7Official 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 | Insane Exploration |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 22 / 98% |
Size | medium |
Lifes / Deaths | Killed by mecharachnid destroyer at level 6 on the 18th Retaking 124th year of Ascendancy at 15:47 / 6Killed by skeleton warrior at level 17 on the 37th Retaking 124th year of Ascendancy at 21:27 Killed by orc blood mage at level 17 on the 37th Retaking 124th year of Ascendancy at 22:20 Killed by armoured skeleton warrior at level 17 on the 38th Retaking 124th year of Ascendancy at 01:58 Killed by skeleton warrior at level 17 on the 38th Retaking 124th year of Ascendancy at 02:40 Killed by orc corruptor at level 17 on the 38th Retaking 124th year of Ascendancy at 04:27 |
Primary Stats
Strength | 64 (base 51) |
Dexterity | 34 (base 10) |
Constitution | 17 (base 11) |
Magic | 23 (base 10) |
Willpower | 35 (base 10) |
Cunning | 79 (base 43) |
Resources
Life | 630/630 |
Steam | 100/100 |
Healing Factor | 1.0801497326203 |
Regeneration | 5.8868160427807 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 98 |
Accuracy | 60 |
Crit Chance | 40% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 60 |
Crit Chance | 40% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +18% |
Arcane | +12% |
Cold | +4% |
All | 0% |
Lightning | +15% |
Light | +13% |
Mind | +15% |
Fire | +28% |
Nature | +20% |
Offense: Damage Penetration
Light | +24% |
Blight | +29% |
Physical | +32% |
All | +14% |
Nature | +34% |
Defense: Base
Armour (hardiness) | 49 (30%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 25 |
Physical Save | 41 |
Spell Save | 35 |
Mental Save | 47 |
Defense: Resistances
Lightning | + 66%( 70%) |
Acid | + 37%( 70%) |
Light | + 3%( 70%) |
Nature | + 3%( 70%) |
Cold | + 37%( 70%) |
Physical | + 4%( 70%) |
Fire | + 28%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Pinning Resistance | 18% |
Poison Resistance | 90% |
Blind Resistance | 0% |
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 7.9 steam per turn. Can be activated for an instant burst of 40 steam. |
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 134% efficiency and cooldown mod of 60%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Grinding Shield |
talent | Overheat Saws |
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 ErĂșan 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 Yetis | 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 |
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. | 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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb 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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
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 hardened leather boots 'Mildil' (0 def, 9 armour) pair of hardened leather boots 'Mildil' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +9 Changes stats: +3 Str / +3 Con Changes resistances: +9% lightning / +9% cold / +3% nature Changes resistances penetration: +9% physical Reduces incoming crit damage: 5.00% Spell save: +12 (+5 eff.) Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +5 (+1 eff.) Light radius: +3 See stealth: +5 See invisible: +5 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 | Galeoracle the voratun helm (0 def, 7 armour) Galeoracle the voratun helm (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +7 Fatigue: +5% Changes stats: +4 Dex / +6 Mag / +6 Wil / +11 Cun Changes resistances: +6% lightning Changes damage: +12% blight / +12% arcane / +9% lightning Mental save: +15 (+5 eff.) Equilibrium when hit: +0.08 Spell crit. chance: +4% Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | polar hardened leather gloves of strength (+2) (0 def, 2 armour) polar hardened leather gloves of strength (+2) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage (Melee): 5 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +4% cold Talent granted: +1 Sand Shredder 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. |
Tool | Thunderfury the dragonbone totem of healing [power 416] (15 cooldown) Thunderfury the dragonbone totem of healing [power 416] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Dex / +3 Mag / +2 Wil / +1 Cun Changes resistances: +9% lightning Changes damage: +6% lightning Infravision radius: +1 It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 18% for 2 turns. * Increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Turoruintir the steel ring Turoruintir the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +3 Cun / +4 Wil Spell save: +3 (+1 eff.) Mental save: +8 (+2 eff.) Maximum life: +80.00 Mindpower: +15 (+5 eff.) Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +4 Cun / +8 Dex Changes resistances: +12% acid / +3% light / +16% fire / +12% cold / +12% lightning Changes resistances penetration: +15% blight Changes damage: +6% blight Light radius: +2 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | acidic stralite steamsaw of shearing (138% power, 12 apr) acidic stralite steamsaw of shearing (138% power, 12 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 138% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +16.0% Attack speed: 100% Block value: +76 On weapon crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes resistances penetration: +7% all Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Ashsnake AshsnakeInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +28 (+8 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Str / +6 Dex / +5 Wil / +4 Cun Changes resistances: +3% acid Changes damage: +3% acid / +18% fire Stealth bonus: +12 Physical save: +33 (+11 eff.) Spell save: +15 (+6 eff.) Mental save: +14 (+4 eff.) A belt that goes around your waist. |
In off hand | stralite steamsaw 'Glarestone' (137% power, 12 apr) stralite steamsaw 'Glarestone' (137% power, 12 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +16.0% Attack speed: 100% Block value: +69 Damage (Melee): +8 light Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Mag / +3 Wil Changes resistances: +22% acid Changes resistances penetration: +10% light / +9% physical Changes damage: +3% light / +15% mind Talent granted: +2 Block Spellpower: +8 (+4 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +30% lightning Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Stun/Freeze immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
stabilizing gold amulet of perfection (0.13 Steamtech / Physics,0.13 Steamtech / Furnace) stabilizing gold amulet of perfection (0.13 Steamtech / Physics,0.13 Steamtech / Furnace)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% temporal Talent masteries: +0.13 Steamtech / Physics +0.13 Steamtech / Furnace Pinning immunity: +22% Knockback immunity: +26% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing stralite battleaxe of rage (157% power, 3 apr)arcing stralite battleaxe of rage (157% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 158% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +10 Str Changes damage: +19% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour (4 def, 8 armour)enlightening stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +19 (+6 eff.) A suit of armour made of mail. |
dwarven-steel pickaxe of predation (dig speed 23 turns) dwarven-steel pickaxe of predation (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +2 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)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! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)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! |
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) 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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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. |
potent frost salve [power 14] potent frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 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 (14% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 178] potent healing salve [power 178]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 178 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Achievements
By Brute Force Unlocking the Orc Sawbutcher level 13
33rd Retaking 124th year of Ascendancy at 06:50 see stats
By Brute Force Unlocking the Orc Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 12:54 see stats
By Brute Force Unlocking the Orc Sawbutcher level 20
40th Retaking 124th year of Ascendancy at 22:06 see stats
By Brute Force Unlocking the Orc Sawbutcher level 17
38th Retaking 124th year of Ascendancy at 07:11 see stats
By Brute Force Unlocking the Orc Sawbutcher level 19
39th Retaking 124th year of Ascendancy at 15:15 see stats
Log
Brute Force Unlocking is no longer inspired.
Bleeding from Automated Defense System hits Brute Force Unlocking for (83 absorbed), 0 physical (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Bleeding from Automated Defense System hits Brute Force Unlocking for (89 absorbed), 0 physical (0 total damage).
Brute Force Unlocking speeds up.
The shield around Brute Force Unlocking crumbles.
Brute Force Unlocking stops bleeding.
Talent Saw Wheels is ready to use.
Talent To The Arms is ready to use.
Resting starts...
Talent Spinal Break is ready to use.
Talent Mow Down is ready to use.
Talent Implant: Medical Injector is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: something interesting).
You kick and destroy the valve!
Ran for 2 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You kick and destroy the valve!
Brute Force Unlocking deactivates Overheat Saws.
Brute Force Unlocking deactivates Grinding Shield.