

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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! 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.
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:
Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Better Item Description 1.5.10This 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 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:
ZOmnibus Addon Pack 1.5.0Combines 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: EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 31 / 14% |
Size | big |
Lifes / Deaths | Killed by naga myrmidon at level 19 on the 8th Pain 124th year of Ascendancy at 15:26 0 / 7Killed by Planewalker G's temporal clone at level 20 on the 8th Pain 124th year of Ascendancy at 19:18 Killed by Polukira the ritch hunter at level 24 on the 17th Pain 124th year of Ascendancy at 11:55 Killed by blade horror at level 30 on the 11st Dearth 124th year of Ascendancy at 07:10 Killed by Neralenn the wolf at level 30 on the 30th Dearth 124th year of Ascendancy at 04:01 Killed by Planewalker G's Inner Demon at level 31 on the 31st Dearth 124th year of Ascendancy at 15:14 Killed by Planewalker G's Inner Demon at level 31 on the 31st Dearth 124th year of Ascendancy at 17:59 |
Primary Stats
Strength | 124 (base 60) |
Dexterity | 23 (base 10) |
Constitution | 24 (base 12) |
Magic | 21 (base 10) |
Willpower | 19 (base 10) |
Cunning | 65 (base 60) |
Resources
Life | -334/836 |
Steam | 100/100 |
Healing Factor | 0.64415902489036 |
Regeneration | 0.16103975622259 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.3322676295502E-13% |
Spell | 0% |
Global | +70.512820512821% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 2 |
See Stealth | 14 |
See Invisible | 7 |
Offense: Mainhand
Damage | 146 |
Accuracy | 48 |
Crit Chance | 32% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | 70 |
Accuracy | 48 |
Crit Chance | 32% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Nature | +18% |
Fire | +55% |
Physical | +25% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +32% |
Lightning | +17% |
Physical | +36% |
Fire | +36% |
All | +7% |
Defense: Base
Armour (hardiness) | 48 (30%) |
Defense | 37 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 14 |
Mental Save | 28 |
Defense: Resistances
Acid | + 16%( 70%) |
Cold | + 57%( 70%) |
All | + 10%( 70%) |
Darkness | + 19%( 70%) |
Light | + 21%( 70%) |
Temporal | + 13%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 16%( 70%) |
Mind | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Confusion Resistance | 11% |
Silence Resistance | 21% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 31% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Strength 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 136% efficiency and cooldown mod of 99%. 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 190% efficiency and cooldown mod of 86%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Melting Point |
talent | Grinding Shield |
detrimental effect | The target is on fire, taking 73.00 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 42%. Slow |
beneficial effect | Inspired by a recent kill increasing all resistance by 6%. Orcish Triumph |
detrimental effect | Huge cut that bleeds, doing 11.20 physical damage per turn and decreasing all heals received by 46%. Deep Wound |
detrimental effect | Huge cut that bleeds, doing 81.03 physical damage per turn. Bleeding |
beneficial effect | You have 6 charges. Molten Point |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the 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. | 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 | ![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% ---------- misc Infravis +2 Talents +3 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +25% acid Melee Ret 16 acid ----- def ----- Resists +15% lightning Blind- +31% Confus- +11% ---------- misc Light +7 See.Stealth +14 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed Acc +9 (+3 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Light +5 Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. This object's appearance was changed to rough leather hat. |
On hands | ![]() 1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +2 Resists +6% acid ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Acid Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 75 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +10 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +7 (+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 can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.13 Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +2 Mag +3 Con dps ---------- Dmg.mod +18% nature ----- def ----- Crit.dmg- 15.00% Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +26 Crit +15.0% Atk.spd 100% Block +54 Melee+ +8 fire Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +30% fire Acc +8 (+3 eff.) ----- def ----- Armour +4 Defense +13 (+5 eff.) Fatigue +8% Disarm- +28% ---------- misc Talents +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! |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +7% cold +6% fire Mind.save +8 (+4 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Psionic/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +26 Crit +15.0% Atk.spd 100% Block +47 Melee+ +8 darkness Against +9% Living Uses 1.0 Steam While equipped: Stats +4 Con +2 Mag dps ---------- On Melee Ret: * 14% chance to blind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% light ---------- misc Talents +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! |
Cloak | ![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +18% lightning +15% cold Phys.save +10 (+4 eff.) Stun/Frz- +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Dex dps ---------- Dmg.mod +3% mind ----- def ----- Armour +14 Hardiness +0% Defense +9 (+4 eff.) Fatigue +8% Resists +30% cold +12% mind +3% temporal Crit.dmg- 21.00% Phys.save +15 (+5 eff.) Max.HP +35.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 797% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 40 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+14 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 mind +9 temporal On Hit.r1 +4 darkness On Crit.r2 +8 temporal On Hit: * 18% chance to cause random gloom While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +5% darkness +10% physical Acc +9 (+3 eff.) Apr +11 Melee Ret 18 temporal ----- def ----- Resists +15% temporal Sharp, long, and deadly. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.1% dam / acc 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 11 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. |
![]() 4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 3.0 T2 shot ammo [Rare] Psionic Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +28 physical On Hit: * 10% chance to knock the target back While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Dex, 60% Cun Acc+ +0.1% dam / acc Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 43.00 to 53.75 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 14.0 T2 heavy armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +14% Resists +7% acid +7% cold +11% nature +12% blight Crit.dmg- 0.00% ---------- misc Breathe water A suit of armour made of mail. |
![]() 17.0 T2 massive armor [Ego+] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +9 Hardiness +0% Defense +4 (+2 eff.) Fatigue +22% Resists +16% blight +10% darkness +6% mind Mind.save +12 (+6 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +9% acid +9% temporal +6% nature +8% blight Die.at -40.00 life Blind- +10% Disease- +20% Silence- +20% A belt that goes around your waist. |
![]() 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 219] powerful healing salve [power 219]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 219 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 190] powerful pain suppressor salve [power 190]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -190 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 34 and armour hardiness by 40% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +1 Volcano Cooldown Volcano -2 Disarm traps (39 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+10 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 75 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Planewalker G the Orc Sawbutcher level 15
39th Revenge 124th year of Ascendancy at 03:19 see stats
By Planewalker G the Orc Sawbutcher level 13
46th Retaking 124th year of Ascendancy at 18:33 see stats
By Planewalker G the Orc Sawbutcher level 29
9th Dearth 124th year of Ascendancy at 10:12 see stats
By Planewalker G the Orc Sawbutcher level 10
32nd Retaking 124th year of Ascendancy at 17:08 see stats
By Planewalker G the Orc Sawbutcher level 20
8th Pain 124th year of Ascendancy at 17:19 see stats
By Planewalker G the Orc Sawbutcher level 30
9th Dearth 124th year of Ascendancy at 22:21 see stats
By Planewalker G the Orc Sawbutcher level 17
50th Revenge 124th year of Ascendancy at 06:17 see stats
By Planewalker G the Orc Sawbutcher level 15
26th Revenge 124th year of Ascendancy at 00:22 see stats
Log
Burning from Planewalker G's Inner Demon hits Planewalker G for 47 fire damage.
Deep Wound from Isoba the sunwall guard hits Planewalker G for 8 physical damage.
Planewalker G is suffering less.
Bleeding from Planewalker G's Inner Demon hits Planewalker G for 51 physical damage.
Burning from Planewalker G's Inner Demon hits Planewalker G for 0 fire damage.
Deep Wound from Isoba the sunwall guard hits Planewalker G for 8 physical damage.
You are unable to move!
Isoba the sunwall guard starts to bleed.
Planewalker G performs a melee critical strike against Isoba the sunwall guard!
Planewalker G hits Isoba the sunwall guard for 179 physical, 10 fire, 5 acid, 15 physical, 159 physical, 6 darkness, 5 acid, 15 physical (393 total damage).
Tempest of Metal hits Isoba the sunwall guard for 50 physical, 10 fire, 5 acid, 15 physical, 24 physical, 6 darkness, 5 acid, 15 physical (129 total damage).
Bleeding from Planewalker G hits Isoba the sunwall guard for 47 physical damage.
Isoba the sunwall guard uses Nightmare.
Planewalker G is lost in a nightmare.
Planewalker G is free from the nightmare.
Bleeding from Planewalker G's Inner Demon hits Planewalker G for 51 physical damage.
Burning from Planewalker G's Inner Demon hits Planewalker G for 50 fire damage.
Deep Wound from Isoba the sunwall guard hits Planewalker G for 8 physical damage.
Bleeding from Planewalker G hits Isoba the sunwall guard for 47 physical damage.
You are unable to move!
You are unable to move!
You are unable to move!
Planewalker G roars triumphantly.
Tempest of Metal performs a melee critical strike against Isoba the sunwall guard!
Planewalker G hits Isoba the sunwall guard for 212 physical, 10 fire, 5 acid, 15 physical (242 total damage).
Tempest of Metal hits Isoba the sunwall guard for 55 physical damage.
Tempest of Metal killed Isoba the sunwall guard!
Saving game...