


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Better Item Description 1.6.6This 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 Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Orc |
Class | Annihilator |
Level / Exp | 32 / 60% |
Size | big |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 78 (base 60) |
Dexterity | 68 (base 60) |
Constitution | 47 (base 10) |
Magic | 43 (base 22) |
Willpower | 21 (base 10) |
Cunning | 105 (base 60) |
Resources
Life | 784/784 |
Steam | 100/100 |
Healing Factor | 1.5157603686636 |
Regeneration | 39.78870967742 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 11 |
Infravision | 2 |
See Stealth | 17 |
See Invisible | 22 |
Offense: Mainhand
Damage | 77 |
Accuracy | 67 |
Crit Chance | 60% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Light | +23% |
Cold | +3% |
Blight | +13% |
Mind | +3% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Lightning | +41% |
Fire | +46% |
Darkness | +26% |
Physical | +23% |
Mind | +36% |
All | +16% |
Defense: Base
Armour (hardiness) | 48.235359554753 (100%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 31 |
Physical Save | 50 |
Spell Save | 31 |
Mental Save | 39 |
Defense: Resistances
Blight | + 36%( 70%) |
Arcane | + 26%( 70%) |
Mind | + 16%( 70%) |
All | + 13%( 70%) |
Darkness | + 33%( 70%) |
Light | + 44%( 70%) |
Physical | + 31%( 70%) |
Fire | + 70%( 70%) |
Cold | + 39%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Silence Resistance | 77% |
Stun Resistance | 82% |
Instadeath Resistance | 100% |
Blind Resistance | 47% |
Inscriptions (4/4)
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.3 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.3 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Demolition | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Artillery | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Turrets | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.50 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Miasma Engine |
talent | Shock Grenade |
talent | Rocket Pod |
talent | Exoskeleton |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 50% and triggers a radius 8 conal explosion dealing 47% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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. | 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. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% darkness Res.pen +7% physical +10% darkness +20% fire On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +4 Resists +9% fire Silence- +57% Confus- +53% Stun/Frz- +54% A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Random Unique] Arcane/Master Power 160% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +20.0% Capacity 19 Proj.spd +200% On Hit.r1 +13 fire On Crit.r2 +20 mind On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 34 On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% cold Melee Ret 2 fire ----- def ----- Resists +10% blight +21% fire +3% cold +3% all Spell.save +10 (+5 eff.) HP.reg +10.00 Blind- +47% Confus- +21% ---------- misc Light +11 See.Stealth +17 See.Invis +22 Track: Puts all charms on 40 cooldown Level 6.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 61 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Silence- +20% 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. |
On hands | ![]() 1.5 T2 hands armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 24 mind 15 darkness Dmg.mod +18% fire Res.pen +10% fire On Hit (Melee): * 19% chance to reduce all saves and defense by 34 ----- def ----- Armour +2 Fatigue +3% Mind.save -12 (-6 eff.) ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range 5 Travel.spd 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 44% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +6 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Con dps ---------- Melee+ 16 light Ranged+ 11 light Dmg.mod +10% light ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +14.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Mind.crit +1% Crit.mult +5.00% Spell.pwr +7 (+2 eff.) Dmg.mod +13% blight ----- def ----- Resists +13% blight Mind.save +3 (+1 eff.) HP.reg +4.00 Stun/Frz- +28% ---------- misc Psi/ret +0.12 Max.psi +20.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.14 Max.mana +20.00 Amulets can have magical properties. |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit: * burn your foe dealing 66 damage and igniting the ground for 4 turns Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Mag +4 Con dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% blight Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Proj.slow +25% ---------- misc Mana/turn +0.67 Mana/s.crit +1.00 Max.mana +44.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor [Ego++] Arcane When used to Attack: Power 157% Range: 1.2x Uses 40% Wil, 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +146 Melee+ +15 light +12 darkness On Crit.r2 +10 light +10 fire While equipped: Stats +4 Cun +5 Mag dps ---------- Dmg.mod +13% light +14% darkness On shield block: * Deals 23 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +5% fire +21% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% mind Res.pen +25% lightning +5% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Defense +8 (+4 eff.) Resists +15% fire +15% light +3% mind Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% mind ----- def ----- Armour +13 Hardiness +20% Fatigue +25% Resists +5% arcane +17% cold Mind.save +14 (+5 eff.) Max.HP +26.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) HP.reg +2.00 Stun/Frz- +28% Rings can have magical properties. |
![]() 4.0 T1 steamgun 1H weapon [Ego] Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Dex ----- def ----- Armour +3 Defense +1 (+0 eff.) Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 Silence- +0% It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 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 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. |
![]() 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. |
powerful healing salve [power 243] powerful healing salve [power 243]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 243 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 149] simple healing salve [power 149]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 149 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 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 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lisylevena the Orc Annihilator level 10
21st Retaking 124th year of Ascendancy at 20:09 see stats
By Lisylevena the Orc Annihilator level 29
3rd Revenge 124th year of Ascendancy at 14:26 see stats
By Lisylevena the Orc Annihilator level 16
27th Retaking 124th year of Ascendancy at 09:42 see stats
By Lisylevena the Orc Annihilator level 29
2nd Revenge 124th year of Ascendancy at 11:28 see stats
By Lisylevena the Orc Annihilator level 30
5th Revenge 124th year of Ascendancy at 11:20 see stats
By Lisylevena the Orc Annihilator level 10
21st Retaking 124th year of Ascendancy at 07:33 see stats
By Lisylevena the Orc Annihilator level 20
38th Retaking 124th year of Ascendancy at 18:26 see stats
By Lisylevena the Orc Annihilator level 30
5th Revenge 124th year of Ascendancy at 09:53 see stats
By Lisylevena the Orc Annihilator level 32
6th Revenge 124th year of Ascendancy at 20:16 see stats
By Lisylevena the Orc Annihilator level 23
42nd Retaking 124th year of Ascendancy at 21:57 see stats
By Lisylevena the Orc Annihilator level 27
50th Retaking 124th year of Ascendancy at 14:58 see stats
By Lisylevena the Orc Annihilator level 15
26th Retaking 124th year of Ascendancy at 14:06 see stats
By Lisylevena the Orc Annihilator level 26
50th Retaking 124th year of Ascendancy at 07:56 see stats
Log
You gain 1.87 gold from the melting of dwarven-steel mail armour of fire resistance (3 def, 8 armour).
You collect a new ingredient: lump of steel (1).
You gain 0.35 gold from the melting of dwarven-steel gauntlets (0 def, 2 armour).
You gain 0.64 gold from the melting of mindwoven cashmere robe (0 def, 0 armour).
You gain 6.31 gold from the melting of cashmere robe of Angolwen (0 def, 0 armour).
You gain 3.53 gold from the melting of shimmering yew vilestaff (120% power, 4 apr, acid element).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.27 gold from the melting of manaburning dwarven-steel longsword (126% power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 17.91 gold from the melting of dwarven-steel greatsword 'Tempestpower' (144% power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.45 gold from the melting of arcing dwarven-steel greatmaul of massacre (165% power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.63 gold from the melting of hateful dwarven-steel dagger of massacre (134% power, 7 apr).
You gain 7.03 gold from the melting of gold ring of life.
There is a way to the Grushnak section 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.
--------------------------------
There is a way back here (press '' or right click to use).
--------------------------------
There is a Entrance to the Pride's Internment Camp 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.
Lisylevena deactivates Shock Grenade.
Lisylevena deactivates Miasma Engine.
Lisylevena deactivates Rocket Pod.
Lisylevena deactivates Exoskeleton.