
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| 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:
Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 13 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Bethumina the sewer alligator at level 13 on the 3rd Revenge 124th year of Ascendancy at 05:32 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 42 (base 36) |
| Constitution | 14 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 25 (base 21) |
| Cunning | 25 (base 21) |
Resources
| Life | -1/307 |
| Psi | 79/105 |
| Steam | 72/100 |
| Healing Factor | 1.0326086956522 |
| Regeneration | 4.3885869565217 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 43 |
| Crit Chance | 13% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 36 |
| Crit Chance | 11% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 6 |
| Physical Save | 14 |
| Spell Save | 12 |
| Mental Save | 26 |
Defense: Resistances
| Temporal | + 31%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 26%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Bleed Resistance | 40% |
Inscriptions (4/4)
| 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 121% efficiency and cooldown mod of 62%. |
| 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 93% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Thoughts of iron | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Psytech gunnery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gestalt |
| talent | Molten Iron Blood |
| detrimental effect | The target's combat ability is reduced, reducing its attack by 6. Sunder Arms |
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. | active |
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 | [vs. pair of rough leather boots (0 def, 1 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Talents granted: +1.00(-) Rocket Boots A pair of boots made of leather. |
| Quiver | [vs. self-loading pouch of steel shots of erosion (13/16, 121% power, 2 apr) (Quiver)]self-loading pouch of steel shots of erosion (13/16, 121% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x 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 (-) Turns elapse between self-loadings: 5 (-) Damage (Ranged): +6(-) nature Shots are used with slings to pummel your foes to death. |
| On hands | [vs. alchemist's hardened leather gloves of archery (0 def, 2 armour) (On hands)]alchemist's hardened leather gloves of archery (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Armour penetration: +5 (-) Armour: +2 (-) Damage (Melee): 3(-) acid / 4(-) fire / 4(-) cold / 4(-) lightning Changes stats: +5(-) Dex / +2(-) Mag / +3(-) Wil / +3(-) Cun Talents granted: +1.00(-) Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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: 8 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 | [vs. Yeti Mind Controller (0 def, 3 armour) (On head)]Yeti Mind Controller (0 def, 3 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Mental save: +10 (+5 eff.) (-) Mindpower: +9 (+4 eff.) (-) Mental crit. chance: +9% (-) 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. |
| Tool | [vs. iron pickaxe of endurance (dig speed 36 turns) (Tool)]iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +3(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| Around waist | [vs. rough leather belt of the mystic (Around waist)]rough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) (-) Spellpower: +3 (+3 eff.) (-) A belt that goes around your waist. |
| Main armor | [vs. prismatic cured leather armour of temporal resistance (6 def, 4 armour) (Main armor)]prismatic cured leather armour of temporal resistance (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +6 (+3 eff.) (-) Fatigue: +7% (-) Changes resistances: +16%(-) temporal / +11%(-) light / +11%(-) darkness Poison immunity: +40% (-) Disease immunity: +40% (-) Cut immunity: +40% (-) Life regen: +4.00 (-) A suit of armour made of leather. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-) 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. |
| In off hand | [vs. Talosis' Counterpoint (In main hand, 1 of 2)]mossy mindstar (77% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (+12%) Range: 1.1x (+0.0x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+2) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-2) Con Talent granted: +0(+-3) Ceasefire Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak of Iron Throne (1 def, 0 armour) (Cloak)]resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | [vs. Talosis' Counterpoint (In main hand, 1 of 2)]Talosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-) Attack speed: 100% (-) Firing range: +8 (-) Travel speed: +600% (-) Damage (Ranged): +15(-) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +5 (+2 eff.) (-) Physical crit. chance: +4.0% (-) Changes stats: +2(-) Con Talents granted: +3.00(-) Ceasefire It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
Inventory
This item will automatically be transmogrified when you leave the level.schematic: Waterproof Coating 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. |
[vs. Talosis' Counterpoint (In main hand)]This item will automatically be transmogrified when you leave the level. Yvuyaba the steel waraxe (105% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% (+40%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-7) Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Melee): +6 darkness / +12 physical Damage (Ranged): +0(-15) physical Damage against: +7% Living Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +2 Physical crit. chance: +0.0% (-4.0%) Damage when hit (Melee): 6 physical Changes stats: +4 Str / +1 Dex / +0(-2) Con Talent granted: +0(+-3) Ceasefire One-handed war axes. |
[vs. Talosis' Counterpoint (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Runusarim the Ebonymark (108% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% (+42%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-2) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +19 Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 1.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +5(+3) Con Changes resistances: +10% temporal Changes resistances penetration: +15% darkness Talents granted: +0(+-3) Ceasefire +1 Block Reduces incoming crit damage: 5.00% Light radius: +3 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Talosis' Counterpoint (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Runusarim the Ebonymark (108% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% (+42%) Range: 1.5x (+0.4x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-2) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +19 Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 1.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +5(+3) Con Changes resistances: +10% temporal Changes resistances penetration: +15% darkness Talents granted: +0(+-3) Ceasefire +1 Block Reduces incoming crit damage: 5.00% Light radius: +3 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. alchemist's hardened leather gloves of archery (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. alchemist's hardened leather gloves of archery (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Armour penetration: +5 (-) Armour: +2 (-) Damage (Melee): 3(-) acid / 4(-) fire / 4(-) lightning / 4(-) cold Changes stats: +5(-) Dex / +2(-) Mag / +3(-) Wil / +3(-) Cun Talent granted: +0(+-1) Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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: 8 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. |
[vs. alchemist's hardened leather gloves of archery (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Blackreeve (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Armour penetration: +0 (-5) Armour: +2 (-) Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage (Melee): 0(-3) acid / 0(-4) lightning / 0(-4) fire / 6 nature / 0(-4) cold Changes stats: +0(-5) Dex / +0(-2) Mag / +0(-3) Wil / +0(-3) Cun Changes resistances: +7% nature Changes resistances penetration: +5% mind Changes damage: +5% nature / +15% cold Talent granted: +0(+-1) Sand Shredder Equilibrium when hit: +0.04 Mindpower: +5 (+3 eff.) Mental crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. alchemist's hardened leather gloves of archery (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Xuta the Squalorlord (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Armour penetration: +0 (-5) Armour: +2 (-) Fatigue: +3% Damage (Melee): 0(-3) acid / 0(-4) lightning / 0(-4) fire / 7 mind / 0(-4) cold Changes stats: +0(-5) Dex / +0(-2) Mag / +0(-3) Wil / +0(-3) Cun Changes resistances: +15% temporal / +6% mind / +6% nature Changes resistances penetration: +5% mind Changes damage: +3% mind Talent granted: +0(+-1) Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
2 agate0.00 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
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) 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 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. |
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]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 118 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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 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. |
Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Yaragrim the Orc Psyshot level 11
38th Retaking 124th year of Ascendancy at 21:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Yaragrim the Orc Psyshot level 10
26th Retaking 124th year of Ascendancy at 10:39 see stats
Log
Yaragrim is weakened by the gloom.
Yaragrim shoots!
Bethumina the sewer alligator uses Gnashing Maw.
Yaragrim's fighting ability is impaired!
Melee retaliation hits Bethumina the sewer alligator for 2 fire damage.
Bethumina the sewer alligator hits Yaragrim for 18 physical damage.
Yaragrim hits Bethumina the sewer alligator for 10 nature, 1 acid, 1 fire, 1 lightning, 1 cold (13 total damage).
Yaragrim's Shoot hits Bethumina the sewer alligator for 13 physical, 2 nature, 4 physical (19 total damage).
Yaragrim is no longer dominated.
Melee retaliation hits Bethumina the sewer alligator for 2 fire damage.
Bethumina the sewer alligator hits Yaragrim for 41 physical, 2 darkness (43 total damage).
Talent Condensate is ready to use.
Bethumina the sewer alligator is not stunned anymore.
Bethumina the sewer alligator uses Slash.
Melee retaliation hits Bethumina the sewer alligator for 2 fire damage.
Bethumina the sewer alligator hits Yaragrim for 121 physical, 4 darkness (125 total damage).
Yaragrim is not stunned anymore.
Talent Improved Gestalt is ready to use.
Bethumina the sewer alligator uses Shattering Shout.
Bethumina the sewer alligator hits Yaragrim for 138 physical damage.
Yaragrim receives 147 healing.
Yaragrim is no longer weakened.
Talent Implant: Medical Injector is ready to use.
Talent Hold the Ground is ready to use.
Bethumina the sewer alligator uses Frenzy.
Saving game...













































































