Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Female |
Race | Orc |
Class | Brawler |
Level / Exp | 50 / 543% |
Size | medium |
Lifes / Deaths | Killed by Eilinath the whitehoof hailstorm at level 19 on the 21st Revenge 124th year of Ascendancy at 00:37 0 / 9Killed by skeleton magus at level 20 on the 31st Revenge 124th year of Ascendancy at 22:17 Killed by Silatta the ritch hunter at level 21 on the 32nd Revenge 124th year of Ascendancy at 11:51 Killed by Lisulrada the multi-hued drake hatchling at level 31 on the 33rd Pain 124th year of Ascendancy at 11:13 Killed by worm that walks at level 50 on the 19th Revenge 125th year of Ascendancy at 00:53 Killed by Eloldara the sher'tan at level 50 on the 21st Revenge 125th year of Ascendancy at 21:10 Killed by Trunk at level 50 on the 24th Revenge 125th year of Ascendancy at 00:26 Killed by spiked tentacle at level 50 on the 24th Revenge 125th year of Ascendancy at 03:25 Killed by eyed tentacle at level 50 on the 24th Revenge 125th year of Ascendancy at 06:41 |
Primary Stats
Strength | 95 (base 60) |
Dexterity | 98 (base 60) |
Constitution | 76 (base 29) |
Magic | 14 (base 10) |
Willpower | 27 (base 10) |
Cunning | 64.45586528671 (base 60) |
Resources
Life | -16/1743 |
Mana | 359/359 |
Stamina | 188/230 |
Healing Factor | 1.4024390243902 |
Regeneration | 5.3308823006035 |
Speed
Mental | -9.9999999999999% |
Attack | 0% |
Movement | -90% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -3 |
Infravision | 7 |
See Stealth | 47.503408031038 |
See Invisible | 37.503408031038 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Barehand
Damage | 157 |
Accuracy | 86 |
Crit Chance | 96% |
APR | 43 |
Speed | 1.11 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
All | +4% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 62 (87.307692307692%) |
Defense | 62 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 30 |
Mental Save | 41 |
Defense: Resistances
All | + 5%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 35% |
Silence Resistance | 30% |
Confusion Resistance | 20% |
Knockback Resistance | 25% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
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 146% efficiency and cooldown mod of 92%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 419 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 243 damage for 4 turns. Its effects scale with your Cunning 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 133% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Finishing moves | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Pugilism | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.60 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Chant of Fortitude |
talent | Exploit Weakness |
talent | Premonition |
talent | Striking Stance |
detrimental effect | The target is cursed, taking 72.13 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The more you use runes, the longer they will take to recharge (+5 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | Countering melee attacks: Has a 46% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | Movement speed is reduced by 81%. Slow movement |
beneficial effect | Reduces darkness damage received by 13%. Premonition Shield |
detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (19% chance) and reducing its cunning by 30. Lobotomized (confused) |
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 |
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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 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 | pair of voratun boots 'Grinigorim' (0 def, 5 armour) pair of voratun boots 'Grinigorim' (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% lightning / +18% acid Changes resistances penetration: +10% mind Critical mult.: +20.00% Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mental crit. chance: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of dragonbone arrows 'Dourtickler' (21/21, 64.5-90.3 power, 29 apr) quiver of dragonbone arrows 'Dourtickler' (21/21, 64.5-90.3 power, 29 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +12.0% Capacity: 21 On weapon hit: * 40% chance to inflict 15% damage reduction * Random elemental explosion Travel speed: +200% Damage (Ranged): +18 nature / +26 temporal / +20 darkness Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
On hands | Shinewedge the voratun gauntlets (0 def, 3 armour) Shinewedge the voratun gauntlets (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Armour: +3 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 light / 16 acid Changes stats: +5 Dex Changes resistances: +6% acid Talent granted: +5 Flash Powder When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 125% Damage (Melee): +12 light Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +4 light Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Silence immunity: +30% A Helmet. But with steam power! |
Tool | Urygolen (dig speed 11 turns) Urygolen (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Dex / +2 Wil / +3 Cun / +2 Con Changes resistances penetration: +20% physical Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +13 (+3 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +10 Dex / +9 Cun / +10 Con Changes resistances: +12% nature / +6% temporal Changes resistances penetration: +15% nature / +5% temporal Maximum encumbrance: +34 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Pugilism +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Superiority +0.30 Technique / Shield offense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | Cuthagorn the Scorpionreeve Cuthagorn the ScorpionreeveInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Wil Changes resistances: +9% acid / +6% temporal / +12% nature Spell save: +9 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% Pinning immunity: +10% Mindpower: +12 (+4 eff.) Amulets can have magical properties. |
Main armor | Death's Embrace (18 def, 38 armour) Death's Embrace (18 def, 38 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +38 Armour Hardiness: +15% Defense: +18 (+4 eff.) Fatigue: +1% Damage when hit (Melee): 15 cold / 15 darkness / 50 physical Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+5 eff.) It can be used to turn yourself invisible (power 23, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Light source | Eilinilranne the Mucusknight Eilinilranne the Mucusknight Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% acid / +9% temporal Changes resistances penetration: +20% nature Changes damage: +18% nature / +20% light Spell save: +18 (+9 eff.) Light radius: -3 Infravision radius: +5 See stealth: +10 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. |
Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+3 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +30% lightning / +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+4 eff.) Stun/Freeze immunity: +50% Hate per kill: +5.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 5/18) : Effective talent level: 4.8 Power cost: 18 out of 5/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 14.92 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Around waist | Dimfist Dimfist Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 39% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Damage when hit (Melee): 24 acid Changes stats: +5 Cun / +6 Dex Changes resistances: +6% arcane Changes resistances penetration: +32% darkness / +15% arcane Changes damage: +24% acid / +12% darkness Mental crit. chance: +15% A belt that goes around your waist. |
Inventory
medical injector implant (efficiency 91% / cooldown 71%) medical injector implant (efficiency 91% / cooldown 71%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 91% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 122% / cooldown 98%) medical injector implant (efficiency 122% / cooldown 98%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 98%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 201% / cooldown 97%) medical injector implant of the titan (efficiency 201% / cooldown 97%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 97%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 18%; cure magical, physical, mental) Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. schematic: Spike Attachmentschematic: Spike Attachment 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. |
Galerage GalerageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 12 lightning Changes stats: +4 Dex / +5 Cun / +2 Con Changes resistances: +22% mind / +15% lightning Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Confusion immunity: +44% Light radius: +2 Amulets can have magical properties. |
Lisamira the Dazzleglean Lisamira the DazzlegleanInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +24% fire Changes resistances penetration: +10% light Changes damage: +9% lightning / +12% fire / +6% light Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+3 eff.) Light radius: +1 Rings can have magical properties. |
mule's stralite ring of lightning (+26%) mule's stralite ring of lightning (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Changes resistances: +26% lightning Changes damage: +13% lightning Maximum encumbrance: +20 Rings can have magical properties. |
Boragen the Blastnigh Boragen the BlastnighInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Damage when hit (Melee): 12 lightning Changes damage: +0% acid / +0% fire / +0% nature / +0% blight Physical save: +20 (+6 eff.) Maximum life: +71.00 Healing mod.: +15% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. balancing drakeskin leather belt of carryingbalancing drakeskin leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Fatigue: -10% Changes stats: +6 Cun / +6 Dex Maximum encumbrance: +54 Mental crit. chance: +14% A belt that goes around your waist. |
spiritwalker's rough leather belt spiritwalker's rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Maximum mana: +22.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of uncanny dodging (10 def, 5 armour)pair of voratun boots of uncanny dodging (10 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% Gauntlets. But with steam power! |
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 (-3 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Silence immunity: +0% Confusion immunity: +100% Spellpower: -10 (-8 eff.) Mindpower: -10 (-4 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. |
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! |
voratun pickaxe 'Umbrawreck' (dig speed 11 turns) voratun pickaxe 'Umbrawreck' (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes resistances: +6% fire / +12% nature / +12% light Changes damage: +21% darkness Critical mult.: +14.00% Spell save: +36 (+15 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
amazing fiery salve [power 21] amazing fiery salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 21] amazing frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 295] amazing healing salve [power 295]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 295, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 258] amazing pain suppressor salve [power 258]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -258 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 82] amazing unstoppable force salve [power 82]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to increases all saves by 82 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 21] amazing water salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
Yeti's Psychoportation Beacon Yeti's Psychoportation BeaconPowered 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, costing 1 power out of 8/8. Call a trained yeti to your side. |
perfect alchemist's helper perfect alchemist's helperPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Changes damage: +25% acid / +25% fire / +25% nature / +25% blight Tinkers can be attached to normal items to improve them with steam power! |
perfect fireproof coating perfect fireproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% light / +25% fire Tinkers can be attached to normal items to improve them with steam power! |
perfect waterproof coating perfect waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
6 diamond 6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Trunk the Orc Brawler level 10
39th Retaking 124th year of Ascendancy at 06:19 see stats
By Trunk the Orc Brawler level 32
12nd Dearth 124th year of Ascendancy at 03:02 see stats
By Trunk the Orc Brawler level 29
19th Pain 124th year of Ascendancy at 13:47 see stats
By Trunk the Orc Brawler level 10
28th Retaking 124th year of Ascendancy at 17:10 see stats
By Trunk the Orc Brawler level 20
31st Revenge 124th year of Ascendancy at 10:50 see stats
By Trunk the Orc Brawler level 30
19th Pain 124th year of Ascendancy at 14:00 see stats
By Trunk the Orc Brawler level 40
8th Destruction 124th year of Ascendancy at 16:27 see stats
By Trunk the Orc Brawler level 50
28th Retaking 125th year of Ascendancy at 22:20 see stats
By Trunk the Orc Brawler level 43
26th Remembrance 125th year of Ascendancy at 09:12 see stats
By Trunk the Orc Brawler level 50
44th Retaking 125th year of Ascendancy at 00:38 see stats
By Trunk the Orc Brawler level 36
47th Loss 124th year of Ascendancy at 21:08 see stats
By Trunk the Orc Brawler level 30
20th Pain 124th year of Ascendancy at 22:13 see stats
By Trunk the Orc Brawler level 16
7th Revenge 124th year of Ascendancy at 15:36 see stats
By Trunk the Orc Brawler level 38
6th Destruction 124th year of Ascendancy at 08:10 see stats
By Trunk the Orc Brawler level 47
12nd Retaking 125th year of Ascendancy at 13:05 see stats
By Trunk the Orc Brawler level 24
50th Revenge 124th year of Ascendancy at 23:14 see stats
By Trunk the Orc Brawler level 39
6th Destruction 124th year of Ascendancy at 17:26 see stats
By Trunk the Orc Brawler level 16
7th Revenge 124th year of Ascendancy at 04:43 see stats
By Trunk the Orc Brawler level 50
24th Revenge 125th year of Ascendancy at 03:25 see stats
Log
Eyed tentacle hits Trunk for (2 resist armour), 0 physical (0 total damage).
Sher'Tul High Priest hits Trunk for (48 resist armour), 13 darkness (13 total damage).
Sher'Tul High Priest hits Amakthel's Hand for 0 darkness damage.
Sher'Tul High Priest hits Amakthel's Mouth for 0 darkness damage.
Amakthel's Hand uses Call of Amakthel.
Trunk is pulled in!
Amakthel's Mouth enters a deep slumber.
Trunk resists the pinning!
Oozing tentacle's pinning nature area effect hits Trunk for (13 resist armour), 0 nature (0 total damage).
Bleeding from Sher'Tul High Priest hits Trunk for (8 resist armour), 0 physical (0 total damage).
Sher'Tul High Priest casts Moonlight Ray.
Sher'Tul High Priest's spell attains critical power!
Trunk shrugs off the critical damage!
Sher'Tul High Priest hits Trunk for (48 resist armour), 29 darkness (29 total damage).
Lava floor hits Trunk for (11 resist armour), 0 fire (0 total damage).
Sher'Tul High Priest is fully armored again.
Sher'Tul High Priest casts Dust to Dust.
Sher'Tul High Priest hits Trunk for (48 resist armour), 18 temporal, (48 resist armour), 16 physical (34 total damage).
Bleeding from Sher'Tul High Priest hits Trunk for (8 resist armour), 0 physical (0 total damage).
Trunk higher mental functions have been imparied.
Trunk shrugs off the critical damage!
Something hits Trunk for (48 resist armour), 10 mind (10 total damage).
A part of Sher'Tul High Priest's bone shield regenerates.
Trunk stops bleeding.
Trunk is no longer out of phase.
Sher'Tul High Priest casts Curse of Death.
Trunk is cursed.
Trunk resists the mind attack!
Saving game...