








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. 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! 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 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Brawler |
| Level / Exp | 28 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant yeti rider at level 5 on the 21st Retaking 124th year of Ascendancy at 02:10 0 / 7Killed by High Guard Talosis at level 7 on the 27th Retaking 124th year of Ascendancy at 13:58 Killed by sunwall vindicator at level 12 on the 39th Retaking 124th year of Ascendancy at 22:12 Killed by Vehron the shalore at level 13 on the 22nd Revenge 124th year of Ascendancy at 09:08 Killed by fire drake at level 20 on the 8th Pain 124th year of Ascendancy at 17:34 Killed by Nektosh the One-Horned at level 27 on the 36th Pain 124th year of Ascendancy at 03:23 Killed by luminous horror at level 28 on the 2nd Dearth 124th year of Ascendancy at 01:10 |
Primary Stats
| Strength | 46 (base 13) |
| Dexterity | 86 (base 56) |
| Constitution | 53 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 78 (base 54) |
Resources
| Life | -93/885 |
| Stamina | 139/224 |
| Steam | 100/100 |
| Healing Factor | 1.2892376681615 |
| Regeneration | 0.83800448430495 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 8 |
| See Stealth | 20 |
| See Invisible | 13 |
Offense: Barehand
| Damage | 92 |
| Accuracy | 89 |
| Crit Chance | 42% |
| APR | 14 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +7% |
| Nature | +9% |
| Darkness | +35% |
| Physical | +6% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 37 (46.274970622797%) |
| Defense | 54 |
| Ranged Defense | 57 |
| Fatigue | 1.1114206128134 |
| Physical Save | 43 |
| Spell Save | 23 |
| Mental Save | 49 |
Defense: Resistances
| Lightning | + 9%( 70%) |
| Nature | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Blight | + 34%( 70%) |
| Darkness | + 33%( 70%) |
| Acid | + 25%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 15% |
| Teleport Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 64% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Orc | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Field control | 0.80 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| beneficial effect | The target's defense is increased by 23. Defensive Maneuver |
| detrimental effect | Huge cut that bleeds, doing 32.90 physical damage per turn. Bleeding |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| beneficial effect | The target's combat attack is improved by 77. Attack |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * 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 YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Wildimmortal' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +6% nature Changes damage: +12% mind / +9% nature Physical save: +14 (+5 eff.) Mental save: +17 (+5 eff.) Spellpower: +4 (+2 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Lelesin the hardened leather gloves (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Armour: +9 Damage (Melee): 6 physical Changes stats: +2 Str / +8 Dex / +7 Cun Changes damage: +6% physical Talent cooldown: Double Strike (-1 turn) Critical mult.: +5.00% Physical save: +7 (+3 eff.) Mental save: +10 (+3 eff.) Psi when hit: +0.12 When used to modify unarmed attacks: Base power: 15.0 - 16.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +10 Crit. chance: +11.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). Damage (Melee): +4 mind Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +8 mind / +5 physical It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Yviwyn the Tempestspiker (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +4 Str / +12 Wil / +4 Con Changes resistances: +13% blight / +3% lightning Changes damage: +3% mind / +12% lightning Physical save: +11 (+4 eff.) Mental save: +24 (+8 eff.) Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | wizard's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Blindness immunity: +24% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
| On fingers | marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +5 (+1 eff.) Changes stats: +3 Dex Spellpower: +6 (+3 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
| Around neck | wanderer's steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to blind * 6% chance to inflict 15% damage reduction Changes stats: +3 Dex / +3 Cun / +4 Con Changes damage: +7% light / +5% darkness Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
| Main armor | Murkraptor (9 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Changes stats: +6 Str / +7 Dex / +4 Wil Changes resistances: +19% acid / +3% temporal / +18% darkness / +18% blight Changes damage: +21% darkness Physical save: +5 (+2 eff.) Light radius: +2 A suit of armour made of leather. |
| Light source | alchemist's lamp 'Ivoldarin'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +3% blight Spell save: +9 (+4 eff.) Blindness immunity: +40% Confusion immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +25% Light radius: +7 See stealth: +15 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Zerurath the cashmere cloak (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% acid / +9% darkness / +6% lightning Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Ebonygrind'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +8 Changes stats: +5 Cun / +4 Dex Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Changes damage: +9% darkness Reduced damage from: +23% Summoned Mental crit. chance: +5% It can be used to create a temporary shield that absorbs 230 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Inventory
enveloping linen cloak of protection (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindtouch (3 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +7 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Changes resistances: +8% lightning / +7% temporal Changes resistances penetration: +10% light Changes damage: +12% physical Maximum stamina: +25.00 A pair of boots made of leather. |
insulating pair of iron boots of speed (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% cold / +5% fire Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +1 Crit. chance: +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
hardened leather cap 'Daydash' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 light Changes stats: +7 Lck / +5 Wil Changes resistances penetration: +20% light Changes damage: +15% light Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
9 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. |
60 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
44 opal0.00 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. |
49 topaz0.00 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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 (80 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +49.00 Light radius: +3 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
59 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Bruce the Orc Brawler level 6
27th Retaking 124th year of Ascendancy at 04:16 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bruce the Orc Brawler level 12
42nd Retaking 124th year of Ascendancy at 14:07 see stats
Exterminator
Killed 1000 creatures.By Bruce the Orc Brawler level 26
27th Pain 124th year of Ascendancy at 23:20 see stats
Level 10
Got a character to level 10.By Bruce the Orc Brawler level 10
34th Retaking 124th year of Ascendancy at 06:35 see stats
Level 20
Got a character to level 20.By Bruce the Orc Brawler level 20
8th Pain 124th year of Ascendancy at 15:11 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Bruce the Orc Brawler level 19
7th Pain 124th year of Ascendancy at 19:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bruce the Orc Brawler level 15
44th Revenge 124th year of Ascendancy at 15:46 see stats
We weren't kidding!
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Bruce the Orc Brawler level 27
36th Pain 124th year of Ascendancy at 03:23 see stats
Log
Saw horror resists the mind attack!
Luminous horror resists the mind attack!
Bruce throws Saw horror to the ground!
Saw horror is dazed!
Saw horror hits Bruce for (8 resist armour), 0 physical (0 total damage).
Bruce hits Saw horror for (48 to psi shield), 93 physical, 2 mind, (2 to psi shield), 3 physical, 8 darkness, 6 light, (3 to psi shield), 4 physical, 2 mind, (2 to psi shield), 3 physical (122 total damage).
Bruce hits Luminous horror for 3 mind, 3 physical (6 total damage).
Bruce hits Luminous horror for 3 mind, 3 physical (6 total damage).
Saw horror misses Bruce.
Bruce uses Set Up.
Saw horror is not dazed anymore.
Luminous horror's light area effect hits Saw horror for 38 light damage.
Carrion worm mass's wormblight area effect hits Saw horror for 3 blight damage.
Carrion worm mass's wormblight area effect hits Bruce for (2 resist armour), 0 blight (0 total damage).
Luminous horror's light area effect hits Saw horror for 38 light damage.
Saw horror's physical bleed area effect hits Luminous horror for 19 physical damage.
Saw horror's physical bleed area effect hits Luminous horror for 19 physical damage.
Saw horror's physical bleed area effect hits Luminous horror for 19 physical damage.
Saw horror's physical bleed area effect hits Bruce for (27 resist armour), 2 physical (2 total damage).
Carrion worm mass's wormblight area effect hits Saw horror for 3 blight damage.
Carrion worm mass's wormblight area effect hits Bruce for (2 resist armour), 0 blight (0 total damage).
Saw horror misses Bruce.
Kinetic Aura hits Bruce for (14 resist armour), 0 physical (0 total damage).
Bleeding from Saw horror hits Luminous horror for 11 physical damage.
Bleeding from Saw horror hits Luminous horror for 11 physical damage.
Bleeding from Saw horror hits Luminous horror for 11 physical damage.
Luminous horror casts Firebeam.
Luminous horror casts Firebeam.
Saving game...



















































































