Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | 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:
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:
Items Vault 1.3.0Donators/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: |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 33 / 71% |
Size | big |
Lifes / Deaths | Killed by Meath the shalore at level 11 on the 14th Revenge 124th year of Ascendancy at 16:17 1 / 5Killed by Amsh the shalore at level 11 on the 14th Revenge 124th year of Ascendancy at 17:29 Killed by Elosewyn the ritch hunter at level 19 on the 29th Dearth 124th year of Ascendancy at 03:09 Killed by ritch hunter at level 19 on the 29th Dearth 124th year of Ascendancy at 04:23 Killed by Derlaar the human at level 31 on the 41st Destruction 124th year of Ascendancy at 03:51 |
Primary Stats
Strength | 102 (base 51) |
Dexterity | 9 (base 10) |
Constitution | 66 (base 44) |
Magic | 16 (base 10) |
Willpower | 20 (base 10) |
Cunning | 75 (base 43) |
Resources
Life | 1121/1121 |
Equilibrium | 0 |
Healing Factor | 1.134 |
Regeneration | 2.3247 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
See Stealth | 7 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 170 |
Accuracy | 28 |
Crit Chance | 32% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 28 |
Crit Chance | 48% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.6666666666667 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 58.19 (93.452380952381%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 23 |
Mental Save | 42 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 12% |
Poison Resistance | 100% |
Blind Resistance | 22% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 31% |
Pinning Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 190% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Whitehooves | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Furnace |
talent | Grinding Shield |
talent | Melting Point |
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. * 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 |
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. * 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. | 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 |
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 | wanderer's pair of hardened leather boots of evasion (14 def, 3 armour) wanderer's pair of hardened leather boots of evasion (14 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +14 (+5 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +27 (+8 eff.) Mental save: +10 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.4 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 28% chance to completely evade them and granting you 17 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | watchleader's brass lantern of the zealot watchleader's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) Blindness immunity: +22% Confusion immunity: +12% Light radius: +6 See stealth: +7 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 7 turns. The radius will increase with your Cunning. 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 | Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +14 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Mental save: +15 (+5 eff.) Spellpower: +10 (+2 eff.) Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
On hands | Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Talent granted: +4 Spring Grapple Spell save: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +12 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | 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. |
On fingers | Brodoredir the Nimbuswilder Brodoredir the NimbuswilderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+5 eff.) Damage when hit (Melee): 4 lightning Changes stats: +8 Cun Changes resistances: +3% mind / +9% lightning Changes resistances penetration: +10% lightning / +15% mind Rings can have magical properties. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 12.37 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
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 | Radhugorn the Brandspiker (53-79.5 power, 25 apr) Radhugorn the Brandspiker (53-79.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 53.0 - 79.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon hit: * shock your foe dealing 38 damage and draining some of their resources Burst (radius 1) on hit: +8 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +2 Wil Changes damage: +3% fire Talent granted: +3 Block Infravision radius: +1 See invisible: +3 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | monstrous rough leather belt of life monstrous rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: +0% Changes stats: +4 Str / +3 Con Maximum encumbrance: +0 Physical save: +5 (+2 eff.) Life regen: +0.60 Healing mod.: +11% Size category: +1 A belt that goes around your waist. |
In off hand | balanced stralite steamsaw of crippling (33-49.5 power, 35 apr) balanced stralite steamsaw of crippling (33-49.5 power, 35 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.0 - 49.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Physical crit. chance: +20.0% Attack speed: 100% Block value: +61 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +8.0% Armour: +5 Defense: +17 (+6 eff.) Fatigue: +10% Talent granted: +2 Block Disarm immunity: +31% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +24% lightning / +15% cold / +0% nature Physical save: +10 (+3 eff.) Stun/Freeze immunity: +40% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | spiked voratun mail armour of command (16 def, 22 armour) spiked voratun mail armour of command (16 def, 22 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +22 Armour Hardiness: +20% Defense: +16 (+5 eff.) Fatigue: +18% Damage when hit (Melee): 14 physical Changes stats: +1 Cun Mental save: +10 (+4 eff.) A suit of armour made of mail. |
Inventory
living mindstar 'Runadil' (16.5-18.15 power, 40 apr, mind damage) living mindstar 'Runadil' (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +3 Str Only die when reaching: -40.00 life Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Healing mod.: +25% Heals friendly targets nearby when you use a nature summon: +24 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc ExpellerRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Vindicator VindicatorRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 100% Firing range: +7 On weapon crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Travel speed: +600% Damage against: +25% Undead Attacks use: 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Neryrin the Deepsrazor (52-72.8 power, 6 apr) Neryrin the Deepsrazor (52-72.8 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes resistances penetration: +5% nature One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 46.67 to 58.33 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
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: Physical power: -10 (-3 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 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. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 lightning / 10 vim draining blight Changes stats: +5 Wil / +5 Mag Changes resistances: +6% lightning / +16% cold Changes resistances penetration: +10% arcane Changes damage: +8% blight / +15% arcane Allows you to breathe in: water Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 5%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
5 aquamarine 5 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. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
36 topaz 36 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
soldier's dwarven-steel pickaxe (dig speed 14 turns) soldier's dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
powerful healing salve [power 451] powerful healing salve [power 451]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 190% efficiency and 52% cooldown modifier. It can be used to heal 451, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Scattermind (20/20, 17-20.4 power, 7 apr) Scattermind (20/20, 17-20.4 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 60% Cun, 60% Dex Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
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. |
mastercraft poison groove mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
36 amethyst 36 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. |
Achievements
By Lion El'Hooves the Whitehoof Sawbutcher level 2
10th Retaking 124th year of Ascendancy at 20:55 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 7
18th Retaking 124th year of Ascendancy at 02:02 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 13
3rd Pain 124th year of Ascendancy at 09:25 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 33
8th Remembrance 125th year of Ascendancy at 01:01 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 26
23rd Loss 124th year of Ascendancy at 04:20 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 17
19th Dearth 124th year of Ascendancy at 02:44 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 10
33rd Retaking 124th year of Ascendancy at 00:25 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 20
29th Dearth 124th year of Ascendancy at 09:02 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 30
13rd Destruction 124th year of Ascendancy at 13:32 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 31
15th Destruction 124th year of Ascendancy at 07:31 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 33
14th Remembrance 125th year of Ascendancy at 23:51 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 19
29th Dearth 124th year of Ascendancy at 02:57 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 18
28th Dearth 124th year of Ascendancy at 03:08 see stats
By Lion El'Hooves the Whitehoof Sawbutcher level 23
46th Dearth 124th year of Ascendancy at 13:42 see stats
Log
You transfer Assassin's Surprise (0 def, 4 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Brilliant Auto-loading Orc Expeller to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Thermal Focus (14-15.4 power, 32 apr, fire damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
Lion El'Hooves deactivates Overheat Saws.
Lion El'Hooves deactivates Grinding Shield.
Lion El'Hooves deactivates Furnace.
Lion El'Hooves deactivates Melting Point.