Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 20 / 57% |
Size | big |
Lifes / Deaths | Killed by Arira the ritch hunter at level 19 on the 20th Revenge 124th year of Ascendancy at 14:46 4 / 1 |
Primary Stats
Strength | 74 (base 48) |
Dexterity | 25 (base 10) |
Constitution | 38 (base 13) |
Magic | 17 (base 10) |
Willpower | 20 (base 10) |
Cunning | 41 (base 38) |
Resources
Life | 675/675 |
Healing Factor | 1.3 |
Regeneration | 2.08 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 14 |
See Stealth | 10 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 89 |
Accuracy | 48 |
Crit Chance | 25% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 48 |
Crit Chance | 25% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 54.65 (100%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 29 |
Physical Save | 33 |
Spell Save | 12 |
Mental Save | 30 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 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 155% efficiency and cooldown mod of 93%. 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 156% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Furnace | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Grinding Shield |
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. | 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 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 0/8 yetis. | active |
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 | pair of dwarven-steel boots 'Galydraneg' (0 def, 4 armour) pair of dwarven-steel boots 'Galydraneg' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +1 Mag Changes resistances: +8% fire / +9% cold Grants telepathy: Demon/Minor Demon/Major Talent granted: +2 Rocket Boots See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 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 | hardened leather cap 'Vorenne' (0 def, 3 armour) hardened leather cap 'Vorenne' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Dex Changes resistances: +9% temporal / +6% cold / +30% darkness / +12% light Mental save: +20 (+10 eff.) Infravision radius: +12 Sight radius: +1 See stealth: +10 See invisible: +10 A cap made of leather. |
On hands | Ritch Claws (0 def, 6 armour) Ritch Claws (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +6 Talent granted: +1 Sand Shredder It can be used to activate talent Rushing Claws (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Tool | sapper's dwarven-steel pickaxe (dig speed 22 turns) sapper's dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 fire Changes stats: +4 Str / +4 Dex / +5 Mag / +5 Wil / +6 Con Changes resistances penetration: +5% fire Spellpower: +6 (+3 eff.) Can be unequipped or rerolled. It can be used to 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, costing 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 | Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | corrosive steel steamsaw of radiance (15.5-23.25 power, 8 apr) corrosive steel steamsaw of radiance (15.5-23.25 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.5 - 23.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +23 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Effects when hit in melee: * 10% chance to corrode armour * 12% chance to blind Changes stats: +2 Mag / +6 Con Changes resistances: +13% acid / +11% light Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +23 A belt that goes around your waist. |
In off hand | shocking steel steamsaw of crippling (13.5-20.25 power, 8 apr) shocking steel steamsaw of crippling (13.5-20.25 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 6 lightning Damage when hit (Melee): 14 lightning Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | thick linen cloak of battle (1 def, 5 armour) thick linen cloak of battle (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Armour: +5 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable steel mail armour of Eyal (2 def, 17 armour) impenetrable steel mail armour of Eyal (2 def, 17 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +17 Armour Hardiness: +20% Defense: +2 (+2 eff.) Fatigue: +18% Life regen: +1.20 Maximum life: +47.00 Healing mod.: +10% A suit of armour made of mail. |
Inventory
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel dagger (12.5-16.25 power, 6 apr)plaguebringer's steel dagger (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 5% chance to disease Damage (Melee): +6 blight When wielded/worn: Disease immunity: +8% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatmaul of projection (41-61.5 power, 2 apr)acidic dwarven-steel greatmaul of projection (41-61.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 mind / +7 acid It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (27.5-41.25 power, 2 apr)steel greatmaul (27.5-41.25 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Garin the hardened leather slingGarin the hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Burst (radius 2) on crit: +4 mind When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +2 Str Mental save: +9 (+5 eff.) Mental crit. chance: +2% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, arcane element)ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash starstaff of illumination (15-18 power, 3 apr, light element)cruel ash starstaff of illumination (15-18 power, 3 apr, light element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+5 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel steamgunsteel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+6 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
This item will automatically be transmogrified when you leave the level. Glareschism the hardened leather gloves (0 def, 2 armour)Glareschism the hardened leather gloves (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes stats: +2 Cun / +1 Wil Physical save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather cap of dexterity (+4) (0 def, 3 armour)prismatic hardened leather cap of dexterity (+4) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +10% light / +14% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Balancegasher (3 def, 8 armour)Balancegasher (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 15 physical Changes resistances: +3% nature Changes damage: +6% nature Reduces incoming crit damage: 5.00% Light radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour of cold resistance (2 def, 4 armour)cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes resistances: +17% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel shield of mind resistance (+11%) (6 def, 2 armour, 44 block)steel shield of mind resistance (+11%) (6 def, 2 armour, 44 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+5 eff.) Ranged Defense: +6 (+5 eff.) Fatigue: +8% Changes resistances: +11% mind Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy quiver of ash arrows of crippling (15/15, 20.5-28.7 power, 7 apr)icy quiver of ash arrows of crippling (15/15, 20.5-28.7 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.5% Capacity: 15 On weapon crit: * cripple the target Damage (Ranged): +7 cold Arrows are used with bows to pierce your foes to death. |
4 opal 4 opal0.00 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 100.84 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. |
simple frost salve [power 17] simple frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 155% efficiency and 93% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 196] simple healing salve [power 196]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 155% efficiency and 93% cooldown modifier. It can be used to heal 196, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
steel grip steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
2 amethyst 2 amethyst0.00 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. |
arcane elm wand of trap destruction [power 18] (15 cooldown) arcane elm wand of trap destruction [power 18] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (18 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.00 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. |
zircon zircon0.00 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 Sawdust the Orc Sawbutcher level 9
19th Retaking 124th year of Ascendancy at 15:21 see stats
By Sawdust the Orc Sawbutcher level 12
29th Retaking 124th year of Ascendancy at 00:01 see stats
By Sawdust the Orc Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 17:57 see stats
By Sawdust the Orc Sawbutcher level 20
20th Revenge 124th year of Ascendancy at 17:31 see stats
By Sawdust the Orc Sawbutcher level 15
43rd Retaking 124th year of Ascendancy at 16:53 see stats
Log
Ritch larva shrieks.
Sawdust hits Ritch larva for , 7 fire, 14 lightning, (21 total damage).
Sawdust hits Ritch larva for , 7 fire, 14 lightning, (21 total damage).
You collect a new ingredient: ritch stinger (1).
Sawdust hits Ritch larva for 145 physical damage.
Sawdust killed Ritch larva!
You carefully pickup the stack of herbs.
You collect a new ingredient: stack of herbs (sessali) (4).
Sawdust shreds through sandwalls!
Sawdust picks up (o.): steel shield of mind resistance (+11%) (6 def, 2 armour, 44 block).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 34 turns (stop reason: at exit).
Sawdust wears (replacing pair of iron boots (0 def, 3 armour)): pair of dwarven-steel boots 'Galydraneg' (0 def, 4 armour).
You detach steel rocket boots from your pair of iron boots (0 def, 3 armour).
You attach steel rocket boots to your pair of dwarven-steel boots 'Galydraneg' (0 def, 4 armour).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of pair of iron boots (0 def, 3 armour).
Sawdust deactivates Tempest of Metal.
Sawdust deactivates Furnace.
Sawdust deactivates Grinding Shield.