Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marksman 1.4.9A complete rework for Archer. 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:
Bastion 1.4.6A complete rework for Bulwark. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Bastion |
Level / Exp | 31 / 38% |
Size | medium |
Lifes / Deaths | Killed by sun-mage recruit at level 6 on the 20th Retaking 124th year of Ascendancy at 11:45 0 / 6Killed by multi-hued drake at level 18 on the 34th Revenge 124th year of Ascendancy at 00:51 Killed by greater multi-hued wyrm at level 22 on the 4th Pain 124th year of Ascendancy at 18:32 Killed by Allig the human at level 23 on the 18th Pain 124th year of Ascendancy at 15:15 Killed by Star Gazer at level 24 on the 21st Pain 124th year of Ascendancy at 10:29 Killed by High Sun Paladin Aeryn at level 29 on the 39th Pain 124th year of Ascendancy at 20:12 |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 46 (base 31) |
Constitution | 49 (base 41) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 911/911 |
Stamina | 116/116 |
Healing Factor | 1.42 |
Regeneration | 6.39 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 13 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 123 |
Accuracy | 55 |
Crit Chance | 4% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 82.639668505758 (100%) |
Defense | 36 |
Ranged Defense | 41 |
Fatigue | 50 |
Physical Save | 49 |
Spell Save | 8 |
Mental Save | 35 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Disarm Resistance | 100% |
Knockback Resistance | 81% |
Stun Resistance | 100% |
Silence Resistance | 5% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
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 155% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 113 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 62 damage for 4 turns. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Soldier | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Retaliation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Knighthood | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Honor |
talent | Iron Guard |
talent | Shield Wall |
talent | Daunting Presence |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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. | 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 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 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 |
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. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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 | wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour) wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Cun / +2 Con Physical save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Stamina each turn: +0.50 Maximum stamina: +14.00 A pair of boots made of leather. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 Absorbs all darkness (power 56, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 106.20 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | voratun helm 'Zubedaletta' (0 def, 5 armour) voratun helm 'Zubedaletta' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Dex Changes resistances: +3% blight / +3% temporal / +20% darkness / +6% acid Physical save: +12 (+4 eff.) Mental save: +10 (+5 eff.) Silence immunity: +5% Stun/Freeze immunity: +15% Infravision radius: +11 Sight radius: +1 See stealth: +10 See invisible: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gunuldil the drakeskin leather gloves (0 def, 3 armour) Gunuldil the drakeskin leather gloves (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Damage (Melee): 10 acid Changes stats: +1 Str Changes resistances: +8% acid Changes damage: +11% acid Talent granted: +1 Sand Shredder Maximum encumbrance: +10 Physical save: +9 (+3 eff.) Only die when reaching: -60.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eilinama the voratun pickaxe (dig speed 9 turns) Eilinama the voratun pickaxe (dig speed 9 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +6 Str / +3 Con Changes damage: +17% mind / +9% fire Critical mult.: +10.00% Mental save: +10 (+5 eff.) Equilibrium when hit: +0.08 Mindpower: +6 (+3 eff.) Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Adyyakira the steel ring Adyyakira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Mag Stun/Freeze immunity: +27% Life regen: +1.90 Light radius: +2 Rings can have magical properties. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | stabilizing gold amulet of dexterity (+5) stabilizing gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +13% temporal Pinning immunity: +23% Knockback immunity: +25% Amulets can have magical properties. |
In main hand | voratun mace 'Blazetaint' (47-65.8 power, 6 apr) voratun mace 'Blazetaint' (47-65.8 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 15% When wielded/worn: Damage when hit (Melee): 12 nature / 12 lightning Changes resistances: +9% lightning Changes damage: +6% nature / +6% lightning Blunt and deadly. |
Around waist | insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold A belt that goes around your waist. |
In off hand | Woelace the voratun shield (12 def, 15 armour, 65.5-78.6 power, 298 block) Woelace the voratun shield (12 def, 15 armour, 65.5-78.6 power, 298 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +298 On weapon hit: * 20% chance to blind Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +15 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances penetration: +5% darkness Changes damage: +3% darkness Talent granted: +5 Block Handheld deflection devices. |
Cloak | Chigen the Brightglean (3 def, 0 armour) Chigen the Brightglean (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +16% blight / +6% fire / +17% nature Changes resistances penetration: +10% fire Blindness immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +5% Life regen: +2.20 Healing mod.: +17% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Poliyabeth (9 def, 20 armour) Poliyabeth (9 def, 20 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +9 (+4 eff.) Fatigue: +28% Changes stats: +1 Str / +2 Con Changes resistances: +22% acid Changes damage: +6% physical Critical mult.: +6.00% Healing mod.: +5% A suit of armour made of metal plates. |
Inventory
blazebringer's stralite mace of evisceration (37.5-52.5 power, 5 apr) blazebringer's stralite mace of evisceration (37.5-52.5 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 2) on crit: +7 fire When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Changes resistances penetration: +9% fire Global speed: +2% Blunt and deadly. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 34.02 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
temporal iron gauntlets of dexterity (+3) (0 def, 1 armour) temporal iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +3 Dex Changes resistances: +6% temporal Changes damage: +4% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
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 (-2 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 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. |
Prismsever (0 def, 5 armour) Prismsever (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 light Changes stats: +5 Str / +10 Wil Changes resistances: +10% physical / +3% light / +11% blight / +8% fire / +9% cold Changes resistances penetration: +5% light Changes damage: +6% light Physical save: +11 (+4 eff.) Mental save: +11 (+5 eff.) Light radius: +2 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
steel plate armour of the deep (4 def, 12 armour) steel plate armour of the deep (4 def, 12 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +0% Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of metal plates. |
deflecting voratun shield of lightning resistance (+22%) (18 def, 3 armour, 68.5-82.2 power, 211 block) deflecting voratun shield of lightning resistance (+22%) (18 def, 3 armour, 68.5-82.2 power, 211 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +211 When wielded/worn: Armour: +3 Defense: +18 (+7 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +22% lightning Talent granted: +5 Block Deflect projectiles away: +4% Handheld deflection devices. |
57 alchemist agate 57 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 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 (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), 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. |
garnet 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 pain suppressor salve [power 234] powerful pain suppressor salve [power 234]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 98% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -234 life and reduces all damage by 14% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Achievements
By marudor the Orc Bastion level 8
23rd Retaking 124th year of Ascendancy at 20:33 see stats
By marudor the Orc Bastion level 16
15th Revenge 124th year of Ascendancy at 03:45 see stats
By marudor the Orc Bastion level 30
12nd Dearth 124th year of Ascendancy at 04:57 see stats
By marudor the Orc Bastion level 30
11st Dearth 124th year of Ascendancy at 01:13 see stats
By marudor the Orc Bastion level 26
24th Pain 124th year of Ascendancy at 21:56 see stats
By marudor the Orc Bastion level 10
28th Retaking 124th year of Ascendancy at 17:06 see stats
By marudor the Orc Bastion level 20
41st Revenge 124th year of Ascendancy at 20:57 see stats
By marudor the Orc Bastion level 30
10th Dearth 124th year of Ascendancy at 10:11 see stats
By marudor the Orc Bastion level 28
27th Pain 124th year of Ascendancy at 13:08 see stats
By marudor the Orc Bastion level 23
10th Pain 124th year of Ascendancy at 04:42 see stats
By marudor the Orc Bastion level 24
21st Pain 124th year of Ascendancy at 10:25 see stats
By marudor the Orc Bastion level 19
41st Revenge 124th year of Ascendancy at 02:25 see stats
Log
You gain 13.55 gold from the melting of yew vilestaff 'Bokudoleg' (20-24 power, 4 apr, acid element).
You gain 12.04 gold from the melting of Ebonysin the reinforced leather sling.
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 4.00 gold from the melting of purifying pulsing mindstar (12-13.2 power, 32 apr, nature damage).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 2.61 gold from the melting of gifted pulsing mindstar of life (12.5-13.75 power, 32 apr, nature damage).
You collect a new ingredient: lump of iron (1).
You gain 6.83 gold from the melting of Blindswift (19-26.6 power, 2 apr).
You collect a new ingredient: lump of voratun (1).
You gain 14.72 gold from the melting of Lisedasena (61-97.6 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 9.34 gold from the melting of voratun greatmaul 'Mardodumnir' (82-123 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.35 gold from the melting of stralite greatmaul 'Velymira' (64-96 power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 5.40 gold from the melting of caustic stralite greatmaul (56-84 power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.71 gold from the melting of blazebringer's dwarven-steel greatmaul (42.5-63.75 power, 2 apr).
You collect a new ingredient: lump of voratun (1).
You gain 8.32 gold from the melting of Smearsear (80.5-120.75 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.00 gold from the melting of stralite battleaxe of amnesia (44.5-66.75 power, 3 apr).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.50 gold from the melting of wild infusion of the sneak (resist 20%; cure magical, physical).
There is a Portal to the Bearscape here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Marudor deactivates Daunting Presence.
Marudor deactivates Iron Guard.
Marudor deactivates Honor.
Marudor deactivates Shield Wall.