





















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official 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 Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 35 / 86% |
| Size | big |
| Lifes / Deaths | Killed by rimebark at level 29 on the 16th Pain 124th year of Ascendancy at 23:35 0 / 8Killed by Star Gazer at level 30 on the 19th Pain 124th year of Ascendancy at 02:48 Killed by Sågolof III's Inner Demon at level 33 on the 50th Pain 124th year of Ascendancy at 19:10 Killed by High Sun Paladin Aeryn at level 33 on the 2nd Dearth 124th year of Ascendancy at 10:41 Killed by High Sun Paladin Aeryn at level 33 on the 2nd Dearth 124th year of Ascendancy at 10:51 Killed by elven astromancer at level 33 on the 2nd Dearth 124th year of Ascendancy at 23:36 Killed by anorithil at level 35 on the 6th Dearth 124th year of Ascendancy at 23:20 Killed by High Sun Paladin Aeryn at level 35 on the 7th Dearth 124th year of Ascendancy at 06:08 |
Primary Stats
| Strength | 138 (base 60) |
| Dexterity | 33 (base 14) |
| Constitution | 41 (base 20) |
| Magic | 9 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 75 (base 60) |
Resources
| Life | -458/1106 |
| Steam | 100/100 |
| Healing Factor | 1.2281403954777 |
| Regeneration | 0.30703509886944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 12 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 169 |
| Accuracy | 55 |
| Crit Chance | 48% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 82 |
| Accuracy | 55 |
| Crit Chance | 48% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Blight | +14% |
| Mind | +12% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +52% |
| Mind | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 60.08934837382 (81.151787968034%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 19 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 46%( 70%) |
| Lightning | + 65%( 70%) |
| Nature | + 10%( 70%) |
| Temporal | + 16%( 70%) |
| Blight | + 49%( 70%) |
| Cold | + 18%( 70%) |
| Fire | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Pinning Resistance | 50% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 61 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 134% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 177% efficiency and cooldown mod of 88%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 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 |
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. | 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 | Anti-Gravity Boots (8 def, 8 armour) 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +1 Rocket Boots These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (84 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (142 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 1/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | scorching alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+3 eff.) When Hit 15 fire defense ------ Resistance +8% blight +5% fire +7% darkness other ------- Light +4 Infravision +4 See Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 32 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tempestwilter (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +5 Str +3 Dex offense ------ Ignore resists +25% lightning Accuracy +4 (+1 eff.) When Hit 2 temporal defense ------ Armor +4 Fatigue +4% Physical save +10 (+3 eff.) Silence Resist +0% other ------- Light +4 Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 564.5 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Yvetira the Singesorrow (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% fire Accuracy +6 (+2 eff.) When Hit 10 fire On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +2 Fatigue +3% Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +26% other ------- Talents +1 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Anemas the Cracklemortal0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +4 Dex +8 Cun +7 Con offense ------ Physical Power +8 (+2 eff.) Damage +14% blight +3% lightning Ignore resists +20% lightning Accuracy +11 (+3 eff.) defense ------ Resistance +14% blight +3% nature +12% lightning Rings make your fingers look great! |
| On fingers | Faloregen0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Con offense ------ Accuracy +8 (+3 eff.) Ignore Armor +2 defense ------ Resistance +12% lightning Spell save +12 (+6 eff.) other ------- Stamina/turn +1.00 Rings make your fingers look great! |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | hateful stralite steamsaw of evisceration (33-50 power, 12 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Weapon Damage 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +16.0% Attack Speed 100% Block +77 On-hit +5 darkness Damage Against +7% Living On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +8.0% Physical Power +8 (+2 eff.) defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Barurain the Blastnail 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature While equipped: offense ------ Mindpower +30 (+10 eff.) Damage +12% mind Ignore resists +10% mind defense ------ Resistance +14% lightning +9% temporal +10% blight Anomaly Control +15 Life +80.00 other ------- Max mana +60.00 Max stamina +45.00 Max hate +16.00 Max psi +32.00 Max vim +32.00 Max (+) +26.00 Max (-) +32.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | plaguebringer's stralite steamsaw (30-44 power, 12 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 29.5 - 44.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +16.0% Attack Speed 100% Block +72 On-hit +6 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 11 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Disease Resist +18% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Xaniyassra the Tundrawell (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +1 Con offense ------ Critical power +5.00% Physical Power +10 (+2 eff.) Accuracy +21 (+6 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +24% lightning +12% cold +6% darkness Life +48.00 Stun Resist +40% other ------- Max stamina +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of command (6 def, 25 armour) 17.0 Encumbrance T2 massive armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun +2 Wil offense ------ When Hit 30 physical defense ------ Armor +25 Defense +6 (+3 eff.) Fatigue +23% Resistance +13% blight +14% darkness Mind save +11 (+6 eff.) other ------- Light +1 A suit of armour made of metal plates. |
Inventory
medical injector implant of the duelist (efficiency 107% / cooldown 97%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 97%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Air Recycler0.1 Encumbrance 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. |
schematic: Fiery Salve0.1 Encumbrance 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. |
schematic: Fungal Web0.1 Encumbrance 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. |
schematic: Healing Salve0.1 Encumbrance 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. |
3 schematic: Magnetic Shell0.1 Encumbrance 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. |
schematic: Mental Stimulator0.1 Encumbrance 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. |
3 schematic: Razor Edge0.1 Encumbrance 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. |
schematic: Saw Projector0.1 Encumbrance 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. |
3 schematic: Second Skin0.1 Encumbrance 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. |
copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
Shockqueller the stralite battleaxe (66-100 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Rare] Master Weapon Damage 66.5 - 99.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +16 mind On-Hit, radius 1 +12 acid While equipped: offense ------ Mind Crit +8% Damage +6% lightning Ignore resists +25% acid defense ------ Mind save +6 (+3 eff.) other ------- Max hate +6.00 Massive two-handed battleaxes. |
flaming stralite battleaxe of daylight (44-65 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Arcane Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +9 light Damage Against +9% Undead On-Hit, radius 1 +13 fire Massive two-handed battleaxes. |
slime-covered stralite dagger of erosion (28-37 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego] Nature/Disrupt Weapon Damage 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +10 nature On Hit: * 10% chance to slow global speed by 54% Sharp, short and deadly. |
inquisitor's stralite greatsword (48-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Disrupt Weapon Damage 48.5 - 77.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Crit: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
elven-wood longbow of acid4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +15 acid While equipped: offense ------ Damage +12% acid Longbows are used to shoot arrows at your foes. |
Glaciervault the stralite waraxe (29-41 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Arcane Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +20 acid +12 arcane On-Hit, radius 1 +12 acid +8 fire On-crit, radius 2 +20 cold While equipped: offense ------ Damage +6% acid +12% cold defense ------ Resistance +6% cold One-handed war axes. |
stralite waraxe (30-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Normal] Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% One-handed war axes. |
noble's hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Physical Power +4 (+1 eff.) Against +17% Summoned defense ------ Resist Against +15% Summoned Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +0% lightning +15% cold Physical save +10 (+3 eff.) Stun Resist +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 57% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-10 eff.) Mindpower -10 (-4 eff.) defense ------ Defense -10 (-5 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +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. |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
mindwoven cashmere wizard hat of nature (+19%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +13% nature defense ------ Defense +2 (+1 eff.) Resistance +19% nature other ------- Psi/turn +0.18 A pointy cloth hat, very wizardly... |
rejuvenating stralite mail armour of Eyal (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Life +62.00 Life Regen +11.00 Healmod +14% other ------- Stamina/turn +1.70 A suit of armour made of mail. |
enlightening stralite plate armour of Eyal (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +4 Wil defense ------ Armor +13 Fatigue +22% Mind save +13 (+7 eff.) Life +32.00 Life Regen +7.00 Healmod +13% A suit of armour made of metal plates. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 Encumbrance T4 shield armor [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+7 eff.) Ranged Defense +15 (+7 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
agate0.0 Encumbrance 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. |
99 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
26 onyx0.0 Encumbrance 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. |
19 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 opal0.0 Encumbrance 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. |
22 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+6 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 132 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
Automated Portable Extractor0.0 Encumbrance 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. |
18 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 fiery salve [power 17] powerful fiery salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 236] powerful healing salve [power 236]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 236 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 236] powerful healing salve [power 236]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 236 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 204] powerful pain suppressor salve [power 204]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -204 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
potent air recycler0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
elven-wood totem of stinging [power 368] (1/15 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Sting an enemy dealing 368 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
21 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
26 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Sågolof III the Orc Sawbutcher level 12
29th Retaking 124th year of Ascendancy at 03:34 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Sågolof III the Orc Sawbutcher level 14
36th Retaking 124th year of Ascendancy at 17:22 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sågolof III the Orc Sawbutcher level 29
17th Pain 124th year of Ascendancy at 09:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sågolof III the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 14:34 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Sågolof III the Orc Sawbutcher level 20
40th Revenge 124th year of Ascendancy at 05:50 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Sågolof III the Orc Sawbutcher level 30
17th Pain 124th year of Ascendancy at 16:03 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Sågolof III the Orc Sawbutcher level 32
32nd Pain 124th year of Ascendancy at 23:41 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Sågolof III the Orc Sawbutcher level 26
4th Pain 124th year of Ascendancy at 02:07 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Sågolof III the Orc Sawbutcher level 26
4th Pain 124th year of Ascendancy at 02:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sågolof III the Orc Sawbutcher level 16
33rd Revenge 124th year of Ascendancy at 23:04 see stats
Log
Sågolof III receives 386 healing.
Sågolof III receives 92 healing from Barurain the Blastnail .
High Sun Paladin Aeryn casts Searing Light.
High Sun Paladin Aeryn hits Sågolof III for 195 light damage.
High Sun Paladin Aeryn's light area effect hits Sågolof III for 107 light damage.
Sågolof III is pulled in!
High Sun Paladin Aeryn stops burning.
Bleeding from Sågolof III hits High Sun Paladin Aeryn for 31 physical damage.
High Sun Paladin Aeryn receives 17 healing from Shield of Light.
High Sun Paladin Aeryn hits Sågolof III for 0 fire, 105 light, 0 physical (105 total damage).
Sågolof III is not stunned anymore.
Sågolof III ignites his Anti-Gravity Boots, creating a blast of fire that launches him in the air!
High Sun Paladin Aeryn is on fire!
High Sun Paladin Aeryn resists the punch!
Sågolof III lands in a firey explosion!
High Sun Paladin Aeryn resists the punch!
Sågolof III roars triumphantly.
Sågolof III hits High Sun Paladin Aeryn for 21 fire, 36 fire (57 total damage).
Sågolof III hits Sun paladin for 51 fire damage.
Shield of Light hits High Sun Paladin Aeryn for 17 healing, 17 healing (0 total damage) [33 healing].
Sågolof III killed Sun paladin!
High Sun Paladin Aeryn uses Wrath of the Highborn.
High Sun Paladin Aeryn radiates power.
High Sun Paladin Aeryn uses Block.
Burning from Sågolof III hits High Sun Paladin Aeryn for (13 blocked), 0 fire (0 total damage).
Bleeding from Sågolof III hits High Sun Paladin Aeryn for (43 blocked), 0 physical (0 total damage).
High Sun Paladin Aeryn hits Sågolof III for 54 fire, 93 light, 70 physical (218 total damage).
Sågolof III the level 35 orc sawbutcher was maimed to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.






































































































