















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 18 / 93% |
Size | big |
Lifes / Deaths | Killed by sun-mage at level 12 on the 25th Retaking 124th year of Ascendancy at 07:42 0 / 6Killed by Outpost Leader John at level 12 on the 25th Retaking 124th year of Ascendancy at 09:02 Killed by Zubabrewen the whitehoof maulotaur at level 16 on the 37th Retaking 124th year of Ascendancy at 16:16 Killed by Arch-Merchant Kaltor at level 17 on the 41st Retaking 124th year of Ascendancy at 05:44 Killed by dreaming horror at level 18 on the 48th Retaking 124th year of Ascendancy at 08:31 Killed by ritch flamespitter at level 18 on the 52nd Retaking 124th year of Ascendancy at 04:12 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 39 (base 38) |
Constitution | 26 (base 20) |
Magic | 11 (base 10) |
Willpower | 18 (base 10) |
Cunning | 58 (base 35) |
Resources
Life | -11/430 |
Steam | 15/106 |
Healing Factor | 1.2224489795918 |
Regeneration | 2.7505102040816 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Stealth | 12 |
See Invisible | 6 |
Offense: Mainhand
Damage | 32 |
Accuracy | 41 |
Crit Chance | 33% |
APR | 8 |
Speed | 0.91 |
Offense: Offhand
Damage | 32 |
Accuracy | 41 |
Crit Chance | 33% |
APR | 8 |
Speed | 0.91 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Light | +10% |
Arcane | +5% |
Nature | +8% |
All | 0% |
Offense: Damage Penetration
All | +12% |
Defense: Base
Armour (hardiness) | 6 (38.536585365854%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 21 |
Mental Save | 33 |
Defense: Resistances
Acid | + 32%( 70%) |
Light | + 47%( 70%) |
Arcane | + 15%( 70%) |
Fire | + 20%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Teleport Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Disarm Resistance | 20% |
Poison Resistance | 28% |
Blind Resistance | 22% |
Inscriptions (3/3)
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 5.0 steam per turn. Can be activated for an instant burst of 25 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.47 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Gunner training | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Automated Cloak Tessellation |
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 |
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 |
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. | 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 eight yetis (will be available to summon at level 20). | 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 | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Changes stats: +3 Cun / +2 Wil Physical save: +8 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Pinning immunity: +5% Knockback immunity: +5% Teleport immunity: +100% Spellpower: +3 (+3 eff.) Mindpower: +2 (+1 eff.) A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Talent granted: +2 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun Mental save: +16 (+8 eff.) Mindpower: +9 (+4 eff.) Mental crit. chance: +9% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 0/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 6 cold Changes stats: +2 Mag / +2 Wil / +3 Cun Changes resistances: +5% arcane Changes damage: +5% arcane Talent granted: +1 Sand Shredder Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 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 | 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 | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Blindness immunity: +22% Infravision radius: +3 See stealth: +12 See invisible: +6 Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Talent mastery: +0.17 Steamtech / Gunslinging Life regen: +2.00 Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 100% Firing range: +7 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Changes stats: +2 Cun Changes resistances penetration: +5% all Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +9 (+3 eff.) Stealth bonus: +5 Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +9 On weapon hit: * splashes acid on your target dealing 44 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +8.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% fire A stylish kruk-style cloak, to look awesome. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +24% acid / +11% all Changes damage: +8% nature / +16% acid Poison immunity: +28% Disease immunity: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.4 steam per turn. Can be activated for an instant burst of 22 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 471% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold / +11% fire Amulets can have magical properties. |
![]() slime-covered steel greatmaul of erosion (27-40.5 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 48% Damage (Melee): +10 nature Massive two-handed mauls. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% acid / +9% all Changes damage: +11% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +2 Dex 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. |
![]() Flameravage the elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 18% Changes stats: +14 Cun / +4 Wil Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +9% acid / +9% temporal / +12% light / +12% darkness / +9% physical Mental save: +38 (+15 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 78 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% physical Physical save: +10 (+5 eff.) A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +10% fire / +15% cold Healing mod.: +30% Steampower: +10 (+3 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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! |
![]() Powered 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 134 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help Activation costs 1 power out of 8/8. Call a trained yeti to your side. |
![]() 0.00 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 Deligrim the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 07:04 see stats
By Deligrim the Orc Gunslinger level 14
32nd Retaking 124th year of Ascendancy at 18:41 see stats
By Deligrim the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 23:30 see stats
Log
Sewer alligator misses Deligrim.
Burning from Deligrim hits Glorinn the sewer alligator for 50 fire damage.
Deligrim reloads.
Talent Double Shots is ready to use.
Ritch flamespitter spits flames!
Ritch flamespitter hits Deligrim for (15 flat reduction), 45 fire (45 total damage).
Melee retaliation hits War hound for 6 cold damage.
War hound hits Deligrim for (15 flat reduction), 63 physical (63 total damage).
Deligrim receives 163 healing.
Sewer alligator misses Deligrim.
Burning from Deligrim hits Glorinn the sewer alligator for 50 fire damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Deligrim for (15 flat reduction), 75 fire (75 total damage).
Glorinn the sewer alligator shoves Sewer alligator aside.
Melee retaliation hits War hound for 6 cold damage.
War hound hits Deligrim for (15 flat reduction), 62 physical (62 total damage).
Deligrim uses Slip Away.
Deligrim weaves his cloak!
Glorinn the sewer alligator stops burning.
Something hits Deligrim for (15 flat reduction), 75 fire (75 total damage).
Deligrim picks up (q.): Flameravage the elven-silk wizard hat (3 def, 0 armour).
Talent Overheat Bullets is ready to use.
Talent Antimagic Shell is ready to use.
Saving game...