















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 Adventure |
Sex | Female |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 25 / 33% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 53 (base 43) |
Dexterity | 22 (base 10) |
Constitution | 32 (base 23) |
Magic | 10 (base 10) |
Willpower | 19 (base 10) |
Cunning | 64 (base 48) |
Resources
Life | 736/736 |
Steam | 100/100 |
Healing Factor | 1.4633663366335 |
Regeneration | 0.36584158415839 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +289.67868722115% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 80 |
Accuracy | 49 |
Crit Chance | 36% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 49 |
Crit Chance | 33% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Fire | +23% |
Cold | +10% |
Physical | +13% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +16% |
Darkness | +10% |
Fire | +16% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 63.723073231957 (93.924050632911%) |
Defense | 29 |
Ranged Defense | 44 |
Fatigue | 49 |
Physical Save | 28 |
Spell Save | 21 |
Mental Save | 27 |
Defense: Resistances
Fire | + 39%( 70%) |
Temporal | + 7%( 70%) |
Mind | + 38%( 70%) |
Physical | + 19%( 70%) |
Cold | + 70%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Teleport Resistance | 100% |
Confusion Resistance | 40% |
Disarm Resistance | 70% |
Knockback Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.2 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Magic 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 99% efficiency and cooldown mod of 65%. |
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 132% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Melting Point |
talent | Grinding Shield |
talent | Furnace |
talent | Saw Wheels |
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 Erúan 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. | active |
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 |
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'Haïb 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +4 Defense: +13 (+6 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +3% Physical save: +6 (+3 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% Maximum life: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +21% Confusion immunity: +11% Light radius: +5 See stealth: +6 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.8 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 brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Cun / +6 Wil Changes resistances: +3% temporal / +12% fire / +25% mind / +12% cold Mental save: +19 (+9 eff.) Confusion immunity: +29% Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Mindpower: +4 (+2 eff.) A hat made of leather. Very stylish. |
Tool | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 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 | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.5 - 62.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +96 On weapon hit: * injects a simple virus dealing 55 blight damage on hit and lowering the victims highest stat Damage (Melee): +25 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind / 16 fire Changes stats: +3 Str Changes resistances: +14% fire Changes resistances penetration: +10% darkness Talent granted: +3 Block 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! |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 12% chance to cause random gloom * Slows global speed by 30% Damage (Melee): 15 darkness / 19 mind Damage when hit (Melee): 12 nature Changes resistances penetration: +15% nature Grants telepathy: Demon/Minor Demon/Major Talent granted: +2 Iron Grip Critical mult.: +5.00% Mental save: -15 (-8 eff.) Disarm immunity: +70% Mindpower: +5 (+3 eff.) Mental crit. chance: +2% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.5 - 23.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 11 ice Changes stats: +2 Wil Changes resistances: +12% cold Talent granted: +1 Block 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! |
Main armor | ![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Defense: +4 (+2 eff.) Fatigue: +23% Damage when hit (Melee): 20 physical Changes stats: +3 Dex / +3 Con Changes resistances: +15% cold / +10% fire Healing mod.: +30% Steampower: +10 (+3 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Around neck | ![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+3 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% temporal Pinning immunity: +28% Knockback immunity: +26% Amulets can have magical properties. |
![]() Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.0 - 31.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +43 Damage (Melee): +4 lightning Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 mind Changes resistances: +12% nature / +12% blight Changes resistances penetration: +10% mind Talent granted: +2 Block 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! |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+5 eff.) Changes stats: +4 Str / +4 Dex / +3 Wil / +8 Cun / +4 Con Changes resistances: +9% light / +13% darkness Changes damage: +9% physical Physical save: +6 (+3 eff.) Mental crit. chance: +9% Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +21% darkness Changes damage: +14% darkness / +3% mind Critical mult.: +10.00% Spell save: +10 (+5 eff.) Mental save: +6 (+3 eff.) Equilibrium when hit: +0.70 Psi when hit: +1.20 Hate when hit: +1.00 Maximum psi: +20.00 A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str / +3 Con Changes resistances: +7% acid / +14% light / +9% lightning / +11% fire / +9% cold / +20% darkness Changes damage: +6% blight Physical save: +5 (+3 eff.) Mental save: +11 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+4 eff.) 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. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +27 Defense: +9 (+4 eff.) Fatigue: +21% Changes resistances: +29% acid / +8% physical / +9% blight / +10% fire / +6% lightning / +9% cold Changes resistances penetration: +10% fire Changes damage: +9% blight Physical save: +12 (+6 eff.) A suit of armour made of metal plates. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical Changes resistances: +5% acid / +8% cold Allows you to breathe in: water A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str / +3 Dex / +2 Wil Maximum psi: +50.00 Mindpower: +10 (+5 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil Changes resistances: +9% nature / +6% fire Changes resistances penetration: +10% nature Changes damage: +6% nature Critical mult.: +12.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), 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. |
![]() 0.00 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. |
![]() 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 316/400. 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 fiery salve [power 18] potent fiery salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 132% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (18% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent water salve [power 18] potent water salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 132% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (18% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 289] powerful healing salve [power 289]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 132% efficiency and 50% cooldown modifier. It can be used to heal 289, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 132% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Silolaith the Kruk Yeti Sawbutcher level 9
38th Retaking 124th year of Ascendancy at 18:33 see stats
By Silolaith the Kruk Yeti Sawbutcher level 10
52nd Retaking 124th year of Ascendancy at 21:25 see stats
By Silolaith the Kruk Yeti Sawbutcher level 24
38th Dearth 124th year of Ascendancy at 04:01 see stats
By Silolaith the Kruk Yeti Sawbutcher level 10
51st Retaking 124th year of Ascendancy at 05:26 see stats
By Silolaith the Kruk Yeti Sawbutcher level 20
14th Dearth 124th year of Ascendancy at 00:56 see stats
By Silolaith the Kruk Yeti Sawbutcher level 18
13rd Dearth 124th year of Ascendancy at 03:49 see stats
By Silolaith the Kruk Yeti Sawbutcher level 13
46th Pain 124th year of Ascendancy at 04:29 see stats
Log
Ran for 2 turns (stop reason: interesting character).
There is an exit to the worldmap here (press '' or right click to use).
There is a Kruk Pride (Town) 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...
Today is the 6th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:40.
Today is the 7th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 06:56.
Saving done.
Today is the 8th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 9th Loss of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
There is a Entrance to Krimbul territory here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is a Entrance to Krimbul territory here (press '' or right click to use).
There is a previous level (life aura) here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Silolaith deactivates Grinding Shield.
Silolaith deactivates Saw Wheels.
Silolaith deactivates Melting Point.
Silolaith deactivates Furnace.