













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 35 / 54% |
| Size | huge |
| Lifes / Deaths | Killed by corrupted mutant snake at level 18 on the 44th Retaking 124th year of Ascendancy at 16:31 0 / 8Killed by corrupted mutant snake at level 18 on the 44th Retaking 124th year of Ascendancy at 17:42 Killed by SawMan at level 20 on the 45th Retaking 124th year of Ascendancy at 17:47 Killed by sun-mage at level 21 on the 5th Revenge 124th year of Ascendancy at 14:04 Killed by Cyahi the shalore at level 28 on the 43rd Revenge 124th year of Ascendancy at 12:57 Killed by Polylewyn the crystalbark at level 32 on the 16th Dearth 124th year of Ascendancy at 18:42 Killed by High Sun Paladin Aeryn at level 35 on the 11st Loss 124th year of Ascendancy at 10:08 Killed by High Sun Paladin Aeryn at level 35 on the 11st Loss 124th year of Ascendancy at 13:08 |
Primary Stats
| Strength | 156 (base 60) |
| Dexterity | 31 (base 19) |
| Constitution | 85 (base 54) |
| Magic | 16 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 30 (base 21) |
Resources
| Life | -466/1154 |
| Steam | 17/100 |
| Healing Factor | 1.7618384439108 |
| Regeneration | 30.982857446362 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -1.3322676295502E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 192 |
| Accuracy | 41 |
| Crit Chance | 23% |
| APR | 64 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 41 |
| Crit Chance | 10% |
| APR | 29 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| All | 0% |
| Physical | +7% |
| Cold | +6% |
| Nature | +3% |
Offense: Damage Penetration
| Light | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 43.317011280365 (72.903125182002%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 30 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Physical | + 40%( 70%) |
| Cold | + 23%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 28%( 70%) |
| Fire | + 44%( 70%) |
| Mind | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 45% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Disarm Resistance | 23% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 69 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 102% efficiency and cooldown mod of 87%. Its effects scale with your Dexterity 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 192% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Butchery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 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. | active |
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'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 | Aroldir the Naturestreak (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +4 Wil Changes resistances: +3% cold Changes damage: +3% nature Talent granted: +1 Rocket Boots Critical mult.: +20.00% Maximum encumbrance: +28 Physical save: +9 (+2 eff.) Mindpower: +10 (+5 eff.) A pair of boots made of leather. |
| Light source | Stokeidol the alchemist's lampPowered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +5 Str / +5 Mag / +3 Wil / +2 Con Physical save: +22 (+5 eff.) Spell save: +13 (+6 eff.) Mental save: +14 (+5 eff.) Spellpower: +10 (+2 eff.) Light radius: +6 See invisible: +6 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | werebeast's dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Dex / +4 Cun / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +8 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Talent granted: +1 Sand Shredder Physical save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +23% 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 | dwarven-steel pickaxe (dig speed 32 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | gladiator's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 14 light Damage (Ranged): 14 light Changes stats: +4 Str / +2 Mag / +5 Con Changes damage: +12% light Rings make your fingers look great! |
| Around neck | enraging gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +14 Physical power: +6 (+1 eff.) Changes damage: +7% physical Critical mult.: +13.00% Combat speed: +10% Amulets make your neck look great! |
| In main hand | Mirrorazor (35-52 power, 35 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 35.0 - 52.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +35 Crit. chance: +17.0% Attack speed: 100% Block value: +60 When this weapon hits: Turn Back the Clock (8% chance level 2). Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +20 (+7 eff.) Fatigue: +8% Changes resistances: +15% temporal Talent granted: +2 Block Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated). Activation costs 30 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
| Around waist | hardened leather belt 'Iceblight'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Str / +6 Dex / +4 Wil / +4 Cun Changes damage: +6% cold Reduces incoming crit damage: 10.00% Physical save: +15 (+3 eff.) Spell save: +13 (+6 eff.) Mental save: +12 (+4 eff.) Infravision radius: +3 A belt that goes around your waist. |
| In off hand | manaburning stralite steamsaw of persecution (32-47 power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.5 - 47.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +70 On weapon hit: * 13 arcane resource burn Damage against: +13% Unnatural Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +3 Wil Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Pressurizer (8 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +3 Dex Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Steampower: +10 (+5 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
| Main armor | Nendur the Morningrip (29 def, 16 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +29 (+9 eff.) Fatigue: +12% Changes resistances: +7% acid / +9% physical / +9% light / +8% lightning / +6% cold / +7% mind / +9% fire Changes resistances penetration: +10% light Mental save: +15 (+5 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +10.00 Stamina each turn: +1.40 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant (efficiency 84% / cooldown 71%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 84% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
This item will automatically be transmogrified when you leave the level.stormbringer's elven-wood longbow of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +32 lightning / +24 cold When wielded/worn: Changes stats: +12 Con / +12 Wil Changes resistances penetration: +18% lightning / +18% cold Maximum life: +44.00 Movement speed: +30% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.stralite steamsaw of dampening (30-45 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +74 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes resistances: +8% acid / +12% lightning / +14% cold / +9% fire / +5% all Talent granted: +2 Block Spell save: +9 (+4 eff.) 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! |
This item will automatically be transmogrified when you leave the level.caustic stralite waraxe of erosion (30-42 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +9 nature Damage (radius 2) on crit: +25 acid / +21 nature When wielded/worn: Armour penetration: +11 Changes resistances penetration: +14% acid / +10% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level.caustic stralite waraxe of erosion (32-44 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +6 nature Damage (radius 2) on crit: +17 acid / +20 nature When wielded/worn: Armour penetration: +5 Changes resistances penetration: +15% acid / +13% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Evermoss Robe (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-5 eff.) 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. |
This item will automatically be transmogrified when you leave the level.Elonor (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 10 mind / 4 acid Changes resistances: +9% acid / +9% physical / +6% mind / +5% arcane Changes damage: +30% mind Physical save: +22 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 13 acid / 15 fire Damage when hit (Melee): 11 acid / 12 fire Changes resistances: +17% acid / +21% fire / +22% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour 'Isada' (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +9% arcane Changes resistances penetration: +10% mind Changes damage: +9% arcane / +18% temporal Spell save: +15 (+7 eff.) Equilibrium when hit: +0.24 Mana when firing critical spell: +2.00 Maximum vim: +40.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Poridawe the Nighttrencher (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +27% temporal Changes resistances penetration: +25% darkness / +25% mind / +25% nature Equilibrium when hit: +0.20 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+8 eff.) A suit of armour made of metal plates. |
Therapeutic Platemail (4 def, 10 armour)Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +15% cold / +10% fire Healing mod.: +30% Steampower: +10 (+5 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
enlightening steel plate armour of Eyal (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +3 Wil Mental save: +14 (+5 eff.) Life regen: +2.00 Maximum life: +28.00 Healing mod.: +11% A suit of armour made of metal plates. |
56 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 387] powerful healing salve [power 387]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 192% efficiency and 52% cooldown modifier. It can be used to heal 387 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful pain suppressor salve [power 335] powerful pain suppressor salve [power 335]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 192% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -335 life and reduces all damage by 17% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
simple frost salve [power 19] simple frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 192% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
This item will automatically be transmogrified when you leave the level.pouch of stralite shots of corruption (22/22, 42-51 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 When this weapon hits: Curse of Death (20% chance level 4). Shots are used with slings to pummel your foes to death. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By SawMan the Orc Sawbutcher level 12
23rd Retaking 124th year of Ascendancy at 06:28 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By SawMan the Orc Sawbutcher level 13
27th Retaking 124th year of Ascendancy at 17:24 see stats
Exterminator
Killed 1000 creatures.By SawMan the Orc Sawbutcher level 31
40th Pain 124th year of Ascendancy at 10:06 see stats
Level 10
Got a character to level 10.By SawMan the Orc Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 23:03 see stats
Level 20
Got a character to level 20.By SawMan the Orc Sawbutcher level 20
45th Retaking 124th year of Ascendancy at 12:51 see stats
Level 30
Got a character to level 30.By SawMan the Orc Sawbutcher level 30
44th Revenge 124th year of Ascendancy at 12:04 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By SawMan the Orc Sawbutcher level 30
44th Revenge 124th year of Ascendancy at 21:01 see stats
Size matters
Did over 600 damage in one attack.By SawMan the Orc Sawbutcher level 25
13rd Revenge 124th year of Ascendancy at 05:16 see stats
Treasure Hunter
Amassed 1000 gold pieces.By SawMan the Orc Sawbutcher level 19
45th Retaking 124th year of Ascendancy at 08:24 see stats
Log
SawMan damages herself through Martyrdom!
High Sun Paladin Aeryn hits SawMan for 0 fire, 3 physical (3 total damage).
Burning from SawMan hits High Sun Paladin Aeryn for 32 fire damage.
Bleeding from SawMan hits High Sun Paladin Aeryn for 12 physical damage.
High Sun Paladin Aeryn's light area effect hits SawMan for 0 light damage.
SawMan uses Punishment.
SawMan unleashes a punishing strike for 64% bonus damage!
SawMan's Turn Back the Clock has been disrupted by anti-magic forces!
High Sun Paladin Aeryn uses Block.
SawMan damages herself through Martyrdom!
Melee retaliation hits SawMan for 11 light, 11 light, 11 light, 0 light (33 total damage).
High Sun Paladin Aeryn hits SawMan for 44 temporal, 21 physical, 6 fire, 0 light, 8 temporal, 4 physical, 6 fire, 4 light, 3 physical, 3 arcane, 6 fire, 0 light, 19 physical, 0 arcane, 6 fire, 4 light (134 total damage).
Tempest of Metal hits High Sun Paladin Aeryn for 31 temporal, 18 physical, 24 fire, 12 light, 14 physical, 9 arcane, 24 fire, 12 light (145 total damage).
SawMan hits High Sun Paladin Aeryn for 171 temporal, 99 physical, 24 fire, 12 light, 88 physical, 9 arcane, 24 fire, 12 light (440 total damage).
SawMan is no longer influenced by martyrdom.
Burning from SawMan hits High Sun Paladin Aeryn for (54 blocked), 0 fire (0 total damage).
Bleeding from SawMan hits High Sun Paladin Aeryn for (32 blocked), 0 physical (0 total damage).
SawMan uses Spinal Break.
High Sun Paladin Aeryn slows down.
High Sun Paladin Aeryn deactivates Weapon of Light.
High Sun Paladin Aeryn uses Massive Blow.
Wall turns into floor.
High Sun Paladin Aeryn hits SawMan for (332 resilience), 781 physical (781 total damage).
Melee retaliation hits SawMan for 11 light, 11 light, 11 light, 11 light (44 total damage).
Melee retaliation hits High Sun Paladin Aeryn for 3 fire damage.
SawMan hits High Sun Paladin Aeryn for (138 blocked), 44 temporal, (105 blocked), 0 physical, (24 blocked), 0 fire, (12 blocked), 0 light, (92 blocked), 0 physical, (9 blocked), 0 arcane, (24 blocked), 0 fire, (12 blocked), 0 light (44 total damage).
Tempest of Metal hits High Sun Paladin Aeryn for (27 blocked), 0 temporal, (16 blocked), 0 physical, (24 blocked), 0 fire, (12 blocked), 0 light, (16 blocked), 0 physical, (9 blocked), 0 arcane, (24 blocked), 0 fire, (12 blocked), 0 light (0 total damage).
SawMan the level 35 orc sawbutcher was impaled to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.
















































































