















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Class: Demolisher 1.7.0A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Demolisher |
| Level / Exp | 33 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Outpost Leader John at level 13 on the 47th Retaking 124th year of Ascendancy at 10:08 0 / 6Killed by Outpost Leader John at level 13 on the 47th Retaking 124th year of Ascendancy at 12:31 Killed by Salulle the ritch hive mother at level 21 on the 43rd Revenge 124th year of Ascendancy at 05:39 Killed by Nektosh the One-Horned at level 22 on the 10th Pain 124th year of Ascendancy at 11:39 Killed by Ndidiariad the shalore at level 29 on the 3rd Dearth 124th year of Ascendancy at 23:43 Killed by Dordaron the shalore at level 33 on the 9th Dearth 124th year of Ascendancy at 14:05 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 51 (base 40) |
| Constitution | 36 (base 32) |
| Magic | 14 (base 10) |
| Willpower | 35 (base 13) |
| Cunning | 100 (base 60) |
Resources
| Life | 518/518 |
| Hull | 1035/1035 |
| Steam | 100/100 |
| Healing Factor | 1.3479202340232 |
| Regeneration | 8.4245014626451 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +3.9968028886506E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 35 |
| See Invisible | 35 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 42 |
| Crit Chance | 32% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 42 |
| Crit Chance | 30% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +22% |
| Blight | +15% |
| Arcane | +7% |
| Cold | +7% |
| All | 0% |
| Lightning | +42% |
| Light | +13% |
| Temporal | +5% |
| Physical | +6% |
| Mind | +10% |
| Fire | +34% |
| Nature | +15% |
Offense: Damage Penetration
| Mind | +22% |
| Fire | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 14 (37.644941169318%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 31 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 57%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 47%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 15% |
| Poison Resistance | 50% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Willpower 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 166% efficiency and cooldown mod of 65%. 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 122% efficiency and cooldown mod of 72%. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battlewagon | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Piloting | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engine | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Drones | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Explosives | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 2/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Engineering | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gunner Drone |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'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 |
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 | Brightwilder (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 10 acid 4 mind ----- def ----- Armour +3 Resists +12% mind +8% fire +6% light +7% cold Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% A pair of boots made of leather. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr) 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: ---------- misc Talents +3 Explosive Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Lightningspar the drakeskin leather cap (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Dex +14 Cun dps ---------- Dmg.mod +27% lightning +3% fire Res.pen +5% fire Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +7% lightning +6% temporal +6% fire Mind.save +15 (+5 eff.) A cap made of leather. |
| On hands | Aledugund the Deepsobeisance (0 def, 6 armour) 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +6 Resists +6% light +3% blight +6% fire +9% nature +9% darkness Mind.save +9 (+3 eff.) Max.HP +14.00 ---------- misc Talents +3 Toxic Cannister Launcher Maximum hull: +42.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | savior's steel ring of misery0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 9 physical Ranged+ 8 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 39 On Hit (Ranged): * 11% chance to reduce all saves and defense by 39 ----- def ----- Phys.save +9 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+1 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Overseer (17-19 power, 27 apr, mind damage) 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save * shock your foe dealing 49 damage and draining some of their resources While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+7 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
| Around waist | Girdle of the Calm Waters |
| In off hand | creative vined mindstar of disruption (4-5 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * shock your foe dealing 26 damage and draining some of their resources While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
| Cloak | Radiancequake the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Dex +2 Mag +3 Wil +3 Con dps ---------- Dmg.mod +3% light Melee Ret 4 temporal ----- def ----- Defense +3 (+1 eff.) Resists +6% light +12% lightning Spell.save +20 (+10 eff.) Mind.save +10 (+3 eff.) Stun/Frz- +20% ---------- misc Stam/turn +0.90 Light +3 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | timebroken woollen robe of alchemy (0 def, 0 armour) 2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Dmg.mod +7% acid +5% temporal +6% fire +7% cold +7% arcane +6% physical ----- def ----- Resists +10% acid +11% physical +11% fire +12% cold +9% all HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% ---------- misc Max.mana +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Signal4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 19 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +0 (+0 eff.) Confus- +100% 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. |
75 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
potent healing salve [power 342] potent healing salve [power 342]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 65% cooldown modifier. Heal 342 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 367] powerful pain suppressor salve [power 367]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 65% cooldown modifier. Let you fight up to -367 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 21] simple frost salve [power 21]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 166% efficiency and 65% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Rip and Tear the Orc Demolisher level 11
25th Retaking 124th year of Ascendancy at 15:48 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Rip and Tear the Orc Demolisher level 13
47th Retaking 124th year of Ascendancy at 14:35 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Rip and Tear the Orc Demolisher level 32
7th Dearth 124th year of Ascendancy at 00:24 see stats
I did not want that! (Nightmare (Adventure) difficulty)
Tricked Nektosh into killing one of his own people.By Rip and Tear the Orc Demolisher level 22
10th Pain 124th year of Ascendancy at 11:07 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rip and Tear the Orc Demolisher level 10
21st Retaking 124th year of Ascendancy at 02:02 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Rip and Tear the Orc Demolisher level 20
37th Revenge 124th year of Ascendancy at 13:10 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Rip and Tear the Orc Demolisher level 30
5th Dearth 124th year of Ascendancy at 09:18 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Rip and Tear the Orc Demolisher level 32
7th Dearth 124th year of Ascendancy at 16:32 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Rip and Tear the Orc Demolisher level 17
36th Revenge 124th year of Ascendancy at 00:40 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Rip and Tear the Orc Demolisher level 16
28th Revenge 124th year of Ascendancy at 07:27 see stats
Log
Today is the 10th Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:25.
Saving done.
Today is the 11st Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 06:35.
Today is the 12nd Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
There is a Entrance to the Sunwall Outpost here (press '' or right click to use).
Today is the 13rd Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
Today is the 14th Dearth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.
There is a Kruk Pride (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Sold: schematic: Magnetic Shell for 4.00 gold.
Sold: schematic: Poison Groove for 8.00 gold.
Sold: schematic: Steamsaw for 4.00 gold.
Sold: schematic: Waterproof Coating for 4.00 gold.
You collect a new ingredient: lump of voratun (1).
You gain 2.75 gold from the melting of barbed pouch of voratun shots of wind (23/23, 60-73 power, 6 apr).
Bought: schematic: Iron Grip for 98.55 gold.
Learnt new tinker schematic: Iron Grip
You have no more schematic: Iron Grip.



























































