

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Exploration |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 35 / 96% |
Size | huge |
Lifes / Deaths | Killed by ghast at level 13 on the 24th Retaking 124th year of Ascendancy at 21:52 / 57Killed by Eilinytira the whitehoof maulotaur at level 14 on the 25th Retaking 124th year of Ascendancy at 22:35 Killed by Ce'Nekira the whitehoof ghoul at level 14 on the 25th Retaking 124th year of Ascendancy at 23:34 Killed by Ce'Nekira the whitehoof ghoul at level 14 on the 26th Retaking 124th year of Ascendancy at 00:14 Killed by Ce'Nekira the whitehoof ghoul at level 14 on the 26th Retaking 124th year of Ascendancy at 01:28 Killed by Ce'Nekira the whitehoof ghoul at level 14 on the 26th Retaking 124th year of Ascendancy at 02:18 Killed by Aryvena the ghoulking at level 14 on the 26th Retaking 124th year of Ascendancy at 08:36 Killed by whitehoof maulotaur at level 15 on the 26th Retaking 124th year of Ascendancy at 15:59 Killed by Belemina the whitehoof invoker at level 15 on the 26th Retaking 124th year of Ascendancy at 18:22 Killed by whitehoof ghoul at level 15 on the 26th Retaking 124th year of Ascendancy at 19:44 Killed by Glewe the ink squid at level 17 on the 39th Retaking 124th year of Ascendancy at 18:02 Killed by dread at level 18 on the 39th Retaking 124th year of Ascendancy at 21:14 Killed by Gudanor the corrupted protosentient globula at level 18 on the 39th Retaking 124th year of Ascendancy at 23:05 Killed by armoured skeleton warrior at level 18 on the 39th Retaking 124th year of Ascendancy at 23:51 Killed by armoured skeleton warrior at level 18 on the 40th Retaking 124th year of Ascendancy at 00:44 Killed by armoured skeleton warrior at level 18 on the 40th Retaking 124th year of Ascendancy at 01:36 Killed by armoured skeleton warrior at level 18 on the 40th Retaking 124th year of Ascendancy at 02:18 Killed by skeleton master archer at level 18 on the 40th Retaking 124th year of Ascendancy at 02:52 Killed by armoured skeleton warrior at level 18 on the 40th Retaking 124th year of Ascendancy at 03:39 Killed by skeleton master archer at level 18 on the 40th Retaking 124th year of Ascendancy at 04:10 Killed by corrupted acidic digestor at level 18 on the 40th Retaking 124th year of Ascendancy at 05:37 Killed by Betida the corrupted acidic digestor at level 18 on the 40th Retaking 124th year of Ascendancy at 07:18 Killed by Mayaba the corrupted plasmic disruptor at level 18 on the 40th Retaking 124th year of Ascendancy at 08:34 Killed by Xeruwe the Blightborn at level 18 on the 40th Retaking 124th year of Ascendancy at 09:29 Killed by Mayaba the corrupted plasmic disruptor at level 18 on the 40th Retaking 124th year of Ascendancy at 10:18 Killed by Mayaba the corrupted plasmic disruptor at level 18 on the 40th Retaking 124th year of Ascendancy at 11:00 Killed by Xeruwe the Blightborn at level 18 on the 40th Retaking 124th year of Ascendancy at 11:59 Killed by corrupted protosentient globula at level 18 on the 40th Retaking 124th year of Ascendancy at 12:45 Killed by corrupted mastocytic feeder at level 18 on the 40th Retaking 124th year of Ascendancy at 15:59 Killed by Lisawe the corrupted plasmic disruptor at level 18 on the 40th Retaking 124th year of Ascendancy at 16:48 Killed by corrupted mastocytic feeder at level 18 on the 40th Retaking 124th year of Ascendancy at 18:27 Killed by Nektosh the One-Horned at level 19 on the 41st Retaking 124th year of Ascendancy at 09:05 Killed by Nektosh the One-Horned at level 19 on the 41st Retaking 124th year of Ascendancy at 09:56 Killed by Nektosh the One-Horned at level 19 on the 41st Retaking 124th year of Ascendancy at 10:40 Killed by fire drake at level 24 on the 21st Revenge 124th year of Ascendancy at 12:57 Killed by Cyruma the Blightborn at level 25 on the 22nd Revenge 124th year of Ascendancy at 00:53 Killed by Leladsi the shalore at level 27 on the 37th Revenge 124th year of Ascendancy at 05:14 Killed by Assta the shalore at level 27 on the 37th Revenge 124th year of Ascendancy at 06:18 Killed by Assta the shalore at level 27 on the 37th Revenge 124th year of Ascendancy at 07:12 Killed by Sarabaanidi the shalore at level 27 on the 2nd Pain 124th year of Ascendancy at 10:28 Killed by Sarabaanidi the shalore at level 27 on the 2nd Pain 124th year of Ascendancy at 11:34 Killed by Sarabaanidi the shalore at level 27 on the 2nd Pain 124th year of Ascendancy at 12:26 Killed by Umekabalsim the shalore at level 27 on the 15th Pain 124th year of Ascendancy at 02:00 Killed by Umekabalsim the shalore at level 27 on the 15th Pain 124th year of Ascendancy at 03:14 Killed by Safiurr the human at level 31 on the 4th Dearth 124th year of Ascendancy at 15:32 Killed by Mindwall at level 32 on the 8th Dearth 124th year of Ascendancy at 11:57 Killed by Mindwall at level 32 on the 8th Dearth 124th year of Ascendancy at 12:59 Killed by Mindwall at level 32 on the 8th Dearth 124th year of Ascendancy at 14:10 Killed by Neryletira the orc corruptor (subdued) at level 33 on the 8th Dearth 124th year of Ascendancy at 17:46 Killed by orc corruptor (subdued) at level 33 on the 8th Dearth 124th year of Ascendancy at 19:54 Killed by Neryletira the orc corruptor (subdued) at level 33 on the 8th Dearth 124th year of Ascendancy at 21:38 Killed by steam giant flameshot at level 34 on the 17th Dearth 124th year of Ascendancy at 14:10 Killed by Emelessra the steam giant guard at level 35 on the 17th Dearth 124th year of Ascendancy at 15:25 Killed by Nerinor the mecharachnid warrior at level 35 on the 17th Dearth 124th year of Ascendancy at 22:15 Killed by Automated Defense System at level 35 on the 18th Dearth 124th year of Ascendancy at 08:50 Killed by Automated Defense System at level 35 on the 19th Dearth 124th year of Ascendancy at 07:18 Killed by Celeste at level 35 on the 19th Dearth 124th year of Ascendancy at 07:22 |
Primary Stats
Strength | 79 (base 49) |
Dexterity | 23 (base 10) |
Constitution | 90 (base 45) |
Magic | 14 (base 10) |
Willpower | 15 (base 10) |
Cunning | 76 (base 50) |
Resources
Life | 1174/1174 |
Steam | 100/100 |
Healing Factor | 1.6463966344264 |
Regeneration | 18.224555006978 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -59.166666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 126 |
Accuracy | 54 |
Crit Chance | 34% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 54 |
Crit Chance | 34% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +12% |
Darkness | +6% |
Cold | +12% |
Lightning | +5% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +13% |
Temporal | +15% |
Mind | +20% |
Arcane | +10% |
Cold | +10% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 73.139431127222 (93.292586063405%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 46 |
Physical Save | 53 |
Spell Save | 10 |
Mental Save | 25 |
Defense: Resistances
Acid | + 53%( 70%) |
Physical | + 28%( 70%) |
Cold | + 54%( 70%) |
All | + 18%( 70%) |
Darkness | + 31%( 70%) |
Light | + 44%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 21%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 56%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Pinning Resistance | 48% |
Instadeath Resistance | 100% |
Blind Resistance | 14% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 134% efficiency and cooldown mod of 83%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'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 | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Talent granted: +1 Rocket Boots Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Con Light radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +11 Cun / +5 Mag Changes resistances: +7% light / +7% darkness Talent granted: +2 Project Saw Spell crit. chance: +2% Infravision radius: +2 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 50.53 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +6% acid / +9% lightning Reduces incoming crit damage: 10.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 443 Base Damage: 195 Armor: 15 All Resist: 13 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 43. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +22% acid / +9% cold / +6% temporal / +3% fire Changes resistances penetration: +15% temporal / +10% cold Changes damage: +11% acid / +12% cold Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Wil Changes resistances: +24% light Changes resistances penetration: +10% arcane Changes damage: +12% light / +9% mind Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +5 Cun / +4 Con Blindness immunity: +14% Life regen: +3.00 Stamina each turn: +0.70 Infravision radius: +2 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.5 - 50.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +65 On weapon hit: * Create an explosion dealing 15 lightning damage (1/turn) * splashes acid on your target dealing 42 damage and reducing their armor Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes resistances penetration: +13% lightning Changes damage: +5% lightning 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! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+3 eff.) Armour: +12 Defense: +13 (+6 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +8 Con Changes resistances: +9% darkness Changes damage: +6% darkness Physical save: +30 (+9 eff.) Only die when reaching: -40.00 life Mental crit. chance: +11% Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 29.5 - 44.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +62 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (radius 1) on hit: +80 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes resistances: +7% acid / +7% fire / +8% lightning / +9% cold 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! |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+5 eff.) Changes resistances: +18% lightning / +15% cold Physical save: +10 (+3 eff.) Stun/Freeze immunity: +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +26 Fatigue: +23% Damage when hit (Melee): 30 physical Changes resistances: +8% acid / +3% mind / +21% fire / +6% nature / +11% cold Changes resistances penetration: +20% mind / +15% fire Allows you to breathe in: water A suit of armour made of metal plates. |
Inventory
![]() shielding rune (absorb 109; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 109 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% 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. |
![]() restful voratun amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +15 Fatigue: -7% Critical mult.: +12.00% Life regen: +3.00 Amulets make your neck look great! |
![]() Rainwreck the voratun battleaxe (58-86 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 35% chance to reduce strength, dexterity, and constitution by 8 Damage (Melee): +23 blight / +12 cold Damage (radius 1) on hit: +16 temporal When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances penetration: +15% temporal Changes damage: +21% temporal Psi when hit: +0.16 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
![]() chilling stralite dagger (29-38 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 cold Sharp, short and deadly. |
![]() truestriking voratun greatmaul (68-103 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +26 (+8 eff.) Armour penetration: +9 Changes resistances penetration: +13% physical Massive two-handed mauls. |
![]() flaming stralite greatsword of evisceration (50-79 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +13 fire When wielded/worn: Physical crit. chance: +17.0% Physical power: +13 (+3 eff.) Massive two-handed swords. |
![]() mage-hunter's drakeskin leather sling of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Effects on ranged hit: * 11 arcane resource burn Changes stats: +14 Wil / +4 Cun / +8 Con Talent mastery: +0.10 Wild-gift / Antimagic Maximum life: +55.00 Mindpower: +9 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() cruel elven-wood starstaff of might (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +12 (+9 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() Sepsisrupture (40-55 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 Changes stats: +5 Wil Changes resistances penetration: +5% mind / +25% blight Spellpower: +10 (+8 eff.) Damage Shield penetration: +30% One-handed war axes. |
![]() silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes damage: +13% all Spellpower: +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 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 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+4 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: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great healing salve [power 274] great healing salve [power 274]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 274 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+6 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 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. |
![]() extending elven-wood wand of lightning storm [power 422] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 88 lightning damage and will be dazed for 1 turn (443 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+10 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+10 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold 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 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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: 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 Celeste the Orc Sawbutcher level 11
17th Retaking 124th year of Ascendancy at 12:11 see stats
By Celeste the Orc Sawbutcher level 16
32nd Retaking 124th year of Ascendancy at 02:40 see stats
By Celeste the Orc Sawbutcher level 29
52nd Pain 124th year of Ascendancy at 13:18 see stats
By Celeste the Orc Sawbutcher level 19
41st Retaking 124th year of Ascendancy at 08:42 see stats
By Celeste the Orc Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 23:41 see stats
By Celeste the Orc Sawbutcher level 20
41st Retaking 124th year of Ascendancy at 11:14 see stats
By Celeste the Orc Sawbutcher level 30
1st Dearth 124th year of Ascendancy at 05:04 see stats
By Celeste the Orc Sawbutcher level 34
9th Dearth 124th year of Ascendancy at 14:47 see stats
By Celeste the Orc Sawbutcher level 33
8th Dearth 124th year of Ascendancy at 21:37 see stats
By Celeste the Orc Sawbutcher level 29
1st Dearth 124th year of Ascendancy at 00:08 see stats
By Celeste the Orc Sawbutcher level 29
52nd Pain 124th year of Ascendancy at 17:07 see stats
By Celeste the Orc Sawbutcher level 22
18th Revenge 124th year of Ascendancy at 01:12 see stats
By Celeste the Orc Sawbutcher level 35
19th Dearth 124th year of Ascendancy at 07:22 see stats
Log
Tempest of Metal misses Automated Defense System.
Tempest of Metal misses Automated Defense System.
Celeste misses Automated Defense System.
Automated Defense System uses Massive Blow.
Snowy mountain turns into rocky ground.
Celeste is dazed!
Automated Defense System performs a melee critical strike against Celeste!
Celeste is not dazed anymore.
Automated Defense System's blood frenzy intensifies!
Automated Defense System hits Celeste for (129 resilience), 0 physical, 639 physical (639 total damage).
Melee retaliation hits Automated Defense System for 9 physical, 2 arcane, 9 physical, 2 arcane (20 total damage).
Celeste hits Automated Defense System for 7 lightning damage.
Celeste hits Automated Defense System for 33 physical, 21 fire, 7 lightning, 25 acid (86 total damage).
Tempest of Metal hits Automated Defense System for 7 lightning damage.
Tempest of Metal hits Automated Defense System for 5 physical, 26 fire, 3 physical, 26 fire, 7 lightning (66 total damage).
Celeste the level 35 orc sawbutcher was chopped into tiny pieces to death by a Automated Defense System on level 2 of Steam Quarry.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Automated Defense System killed Celeste!
Saving game...
Talent Block is ready to use.
Talent Create Tinker is ready to use.
Talent Project Saw is ready to use.
Talent To The Arms is ready to use.
Talent Explosive Steam Engine is ready to use.
Talent Implant: Steam Generator is ready to use.
Celeste activates Overheat Saws.
Saving done.
Personal New Achievement: Utterly Destroyed (Exploration mode)!