


















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! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/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:
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 | Insane Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 50 / 218% |
Size | medium |
Lifes / Deaths | Killed by ghast at level 50 on the 33rd Pain 124th year of Ascendancy at 12:47 / 2Killed by Eilinira the whitehoof hailstorm at level 50 on the 33rd Pain 124th year of Ascendancy at 12:51 |
Antimagic | Follower |
Primary Stats
Strength | 65 (base 47) |
Dexterity | 21 (base 10) |
Constitution | 75 (base 60) |
Magic | 13 (base 10) |
Willpower | 41 (base 42) |
Cunning | 82 (base 60) |
Resources
Psi | 131/131 |
Life | -450/1809 |
Steam | 38/115 |
Stamina | 324/324 |
Equilibrium | 0 |
Healing Factor | 1.6499820805879 |
Regeneration | 5.9357696819037 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +110% |
Vision
Sight | 10 |
Lite | 14 |
See Stealth | 10 |
Offense: Mainhand
Damage | 112 |
Accuracy | 42 |
Crit Chance | 68% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 42 |
Crit Chance | 48% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Light | +47% |
Nature | +14% |
Physical | +8% |
Fire | +8% |
All | +8% |
Offense: Damage Penetration
Acid | +15% |
Light | +20% |
Temporal | +10% |
Blight | +5% |
Physical | 0% |
Fire | +19% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 88.139431127222 (93.292586063405%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 49 |
Physical Save | 64 |
Spell Save | 51 |
Mental Save | 46 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 39%( 70%) |
Physical | + 32%( 70%) |
Cold | + 29%( 70%) |
All | + 18%( 70%) |
Darkness | + 40%( 70%) |
Light | + 43%( 70%) |
Fire | + 49%( 70%) |
Lightning | + 62%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 20% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Magic 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 138% efficiency and cooldown mod of 52%. 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 168% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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 Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
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. * You have killed Aeryn, making sure no more troops will come from the west. | done |
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 |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | 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 |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+3 eff.) Fatigue +3% Physical save +15 (+4 eff.) Pinning Resist +125% Knockbk Resist -75% Teleport Resist +100% You move 3 spaces at once. Accurately? Less so. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +30% light defense ------ Resistance +30% light Healmod +10% other ------- Light +10 See Stealth +10 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+4 eff.) Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 3/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% acid +9% light Ignore resists +20% light +15% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 21% * 20% chance to reduce armor by 12% defense ------ Resistance +12% darkness Physical save +10 (+3 eff.) Spell save +7 (+2 eff.) Mind save +10 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Defense +15 (+5 eff.) Crit Resistance 5.00% Physical save +8 (+2 eff.) Spell save +6 (+2 eff.) Life +80.00 Healmod +10% Confus Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +25.0% Attack Speed 100% Block +100 On-hit +12 fire On-crit, radius 2 +57 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +3 Mag +3 Wil offense ------ Physical Crit +11.0% Spell Crit +1% Global Speed +10% Ignore resists +5% blight +19% fire defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% Resistance +33% fire other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Disrupt While equipped: offense ------ Ignore resists +25% cold defense ------ Defense +15 (+5 eff.) Resistance +8% acid +10% blight Blind Resist +20% Poison Resist +20% other ------- Light +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Nature/Psionic/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +94 On Hit: * injects a simple virus dealing 107 blight damage on hit and lowering the victims highest stat Uses 1.0 Steam When used to Attack: On Hit: * Deal physical damage equal to your armor (88) While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 When Hit: * 27% chance to reduce all saves and defense by 26 defense ------ Armor +8 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +6 Defense +9 (+3 eff.) Resistance +30% lightning Physical save +26 (+7 eff.) Spell save +17 (+6 eff.) Mind save +18 (+6 eff.) Life +75.00 Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Random Unique] Nature/Master While equipped: offense ------ Damage +6% nature Ignore resists +10% temporal When Hit 2 temporal On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +28 Fatigue +22% Resistance +24% lightning Crit Resistance 21.00% Life +28.00 A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.50 cold and 14.50 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 43.5 - 60.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +14 nature +12 lightning On-crit, radius 2 +66 fire While equipped: Stats +5 Dex offense ------ Global Speed +7% Combat Speed +10% Ignore resists +15% lightning +17% fire +25% cold Accuracy +17 (+6 eff.) defense ------ Resistance +12% cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Master Weapon Damage 58.0 - 81.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +10 Str offense ------ Damage +12% physical Ignore resists +15% fire +15% all Accuracy +28 (+9 eff.) Ignore Armor +11 When Hit 4 fire defense ------ Resistance +12% light +5% arcane Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +20 nature On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 53% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +18% lightning When Hit 2 nature defense ------ Resistance +21% lightning One-handed war axes. |
![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +0% lightning +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+7 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-5 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-3 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. |
![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resistance +25% darkness +25% fire Physical save +40 (+10 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() 17.0 Encumbrance T4 massive armor [Rare] Master While equipped: Stats +7 Str offense ------ Physical Crit +5.0% Physical Power +15 (+5 eff.) Damage +9% mind Accuracy +15 (+5 eff.) Ignore Armor +3 When Hit 6 arcane 10 physical defense ------ Armor +34 Fatigue +22% A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +5 Dex +5 Cun offense ------ Physical Power +5 (+2 eff.) Move Speed +10% Damage +3% physical Accuracy +6 (+2 eff.) defense ------ Resistance +9% blight Unlife -20.00 life Life +34.00 other ------- Stamina/turn +1.00 Max stamina +31.00 Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +9 Str +3 Mag offense ------ Critical power +16.00% Physical Power +7 (+3 eff.) Damage +6% temporal Ignore Armor +19 defense ------ Fatigue -8% Crit Resistance 15.00% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.5 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +12% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% acid +6% light +5% arcane Life +51.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 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 24] powerful fiery salve [power 24]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 138% efficiency and 52% cooldown modifier. Remove 2 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 24] powerful frost salve [power 24]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 138% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 322] powerful healing salve [power 322]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 138% efficiency and 52% cooldown modifier. Heal 322 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 278] powerful pain suppressor salve [power 278]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 138% efficiency and 52% cooldown modifier. Let you fight up to -278 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 24] powerful water salve [power 24]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 138% efficiency and 52% cooldown modifier. Remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Arcane Weapon Damage 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 Projectile Speed +214% On-Hit, radius 1 +21 darkness On-crit, radius 2 +21 darkness On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 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! |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +7 Mag offense ------ Spellpower/crit +10 defense ------ Resistance +21% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 297 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+3 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 17/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +5 Dex +3 Cun +3 Con offense ------ Damage +15% acid +18% cold On-Hit (Melee): * 20% chance to reduce armor by 12% defense ------ Resistance +5% arcane Sting an enemy dealing 351 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 350 Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +21% arcane +3% fire Ignore resists +10% fire When Hit 4 fire defense ------ Resistance +5% arcane Reveal the area around you, dispelling darkness (radius 13, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to heal for 70. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 13
16th Retaking 124th year of Ascendancy at 19:42 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 50
23rd Pain 124th year of Ascendancy at 09:42 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 30
8th Revenge 124th year of Ascendancy at 20:20 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 40
3rd Pain 124th year of Ascendancy at 14:23 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 03:16 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 20
43rd Retaking 124th year of Ascendancy at 08:44 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 30
8th Revenge 124th year of Ascendancy at 01:57 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 40
3rd Pain 124th year of Ascendancy at 10:01 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 50
23rd Pain 124th year of Ascendancy at 06:32 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 41
4th Pain 124th year of Ascendancy at 04:47 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 43
10th Pain 124th year of Ascendancy at 05:20 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 45
11st Pain 124th year of Ascendancy at 08:50 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 24
4th Revenge 124th year of Ascendancy at 09:19 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 37
25th Revenge 124th year of Ascendancy at 19:30 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 15
29th Retaking 124th year of Ascendancy at 16:44 see stats
By Hatecrewdeathroll the Kruk Yeti Sawbutcher level 50
32nd Pain 124th year of Ascendancy at 16:51 see stats
Log
Eilinira the whitehoof hailstorm resists Hatecrewdeathroll's 'Cripple'!
Hatecrewdeathroll performs a melee critical strike against Eilinira the whitehoof hailstorm!
Eilinira the whitehoof hailstorm resists the effect 'Numbing Darkness'!
Eilinira the whitehoof hailstorm deactivates Ice Core.
Eilinira the whitehoof hailstorm is free from the ice.
Eilinira the whitehoof hailstorm casts Black Ice.
Eilinira the whitehoof hailstorm's spell attains critical power!
Ghast is not silenced anymore.
Ghast is not silenced anymore.
Eilinira the whitehoof hailstorm hits Hatecrewdeathroll for (3 flat reduction), 755 cold (755 total damage).
Hatecrewdeathroll hits Hatecrewdeathroll for 41 healing, 41 healing (0 total damage) [82 healing].
Hatecrewdeathroll hits Ghast for 39 fire damage.
Hatecrewdeathroll hits Ghast for 59 fire damage.
Hatecrewdeathroll hits Ghast for (4 to ice), 17 light, (12 to ice), 47 fire, (4 to ice), 17 light (80 total damage).
Hatecrewdeathroll hits Ghast for 13 light, 59 fire, (3 to ice), 10 light (81 total damage).
Hatecrewdeathroll hits Eilinira the whitehoof hailstorm for (56 flat reduction), (22 to ice), 87 physical, (11 flat reduction), 0 fire, (56 flat reduction), (2 to ice), 9 fire, (19 flat reduction), 0 light, (54 flat reduction), 0 fire, (56 flat reduction), (9 to ice), 35 physical, (56 flat reduction), (2 to ice), 9 fire, (19 flat reduction), 0 light, (16 flat reduction), 0 blight (140 total damage).
Ghast is encased in ice!
Ghast forces the iceblock to shatter.
Ghast's purging blight area effect hits Iceblock for 102 blight damage.
Eilinira the whitehoof hailstorm's putrescent liquefaction area effect hits Hatecrewdeathroll for (3 flat reduction), 101 cold, (3 flat reduction), 90 darkness (191 total damage).
Hatecrewdeathroll's manaburn arcane area effect hits Hatecrewdeathroll for 0 arcane damage.
Hatecrewdeathroll's manaburn arcane area effect hits Eilinira the whitehoof hailstorm for (44 flat reduction), 0 arcane (0 total damage).
Hatecrewdeathroll's manaburn arcane area effect hits Ghast for 0 arcane damage.
Hatecrewdeathroll's manaburn arcane area effect hits Ghast for 0 arcane damage.
Hatecrewdeathroll's manaburn arcane area effect hits Ghast for 0 arcane damage.
Hatecrewdeathroll's manaburn arcane area effect hits Ghast for 0 arcane damage.
Ghast is free from the ice.
Eilinira the whitehoof hailstorm casts Dust to Dust.
Eilinira the whitehoof hailstorm hits Hatecrewdeathroll for (3 flat reduction), 336 temporal, (3 flat reduction), 281 physical (616 total damage).
Hatecrewdeathroll the level 50 kruk yeti sawbutcher was decapitated to death by Eilinira the whitehoof hailstorm on level 8 of Illusory Castle.