Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. 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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 | Nightmare Adventure |
Sex | Male |
Race | Orc |
Class | Temporal Warden |
Level / Exp | 28 / 36% |
Size | medium |
Lifes / Deaths | Killed by High Guard Talosis at level 7 on the 15th Retaking 124th year of Ascendancy at 09:26 3 / 3Killed by Glalrana the ritch hunter at level 16 on the 32nd Retaking 124th year of Ascendancy at 03:37 Killed by Xanokira the larvae bloated ritch mother at level 22 on the 34th Retaking 124th year of Ascendancy at 06:12 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 27 (base 19) |
Constitution | 14 (base 10) |
Magic | 71 (base 51) |
Willpower | 31 (base 15) |
Cunning | 48 (base 39) |
Resources
Life | 745/745 |
Paradox | 150 |
Steam | 91/100 |
Healing Factor | 1.4272895330003 |
Regeneration | 13.202428180253 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +68.967548015729% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 9 |
See Stealth | 40.971920496054 |
See Invisible | 43.971920496054 |
Offense: Mainhand
Damage | 97 |
Accuracy | 51 |
Crit Chance | 30% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 51 |
Crit Chance | 27% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +11% |
Arcane | +24% |
All | 0% |
Lightning | +18% |
Light | +22% |
Temporal | +9% |
Fire | +10% |
Darkness | +9% |
Offense: Damage Penetration
Darkness | +24% |
Lightning | +24% |
Fire | +34% |
All | +14% |
Defense: Base
Armour (hardiness) | 34 (53.292302510663%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 10.47761920161 |
Physical Save | 30 |
Spell Save | 27 |
Mental Save | 27 |
Defense: Resistances
Physical | + 2%( 70%) |
Lightning | + 42%( 70%) |
Light | + 30%( 70%) |
Temporal | + 13%( 70%) |
Cold | + 41%( 70%) |
Arcane | + 10%( 70%) |
Fire | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 35% |
Teleport Resistance | 20% |
Stun Resistance | 50% |
Pinning Resistance | 79% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. 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 142% efficiency and cooldown mod of 81%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 271.26 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon Folding |
talent | Contingency |
talent | Temporal Hounds |
beneficial effect | The target is moving is 69% faster. 3 Celerity |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | 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 Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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) Anti-Gravity Boots (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+2 eff.) These boots have a 9% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (55 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (96 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. 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 | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Velida the Ichorrupture (0 def, 5 armour) Velida the Ichorrupture (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +2.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +6 Str / +3 Dex / +6 Mag / +6 Wil / +5 Cun Changes resistances: +2% physical Changes damage: +11% blight / +20% arcane Stamina each turn: +3.00 Spell crit. chance: +4% Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A hat made of leather. Very stylish. |
On hands | Polevena (0 def, 2 armour) Polevena (0 def, 2 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +10.0% Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 arcane Changes stats: +11 Mag / +6 Wil Changes resistances: +5% arcane Changes damage: +4% arcane / +9% temporal Talent granted: +1 Sand Shredder Critical mult.: +8.00% Physical save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +35% Spellpower: +10 (+3 eff.) Spell crit. chance: +9% Mental crit. chance: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +11 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Flamereeve [power 220] (15 cooldown) Flamereeve [power 220] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +12% fire Changes resistances penetration: +10% darkness / +20% fire Changes damage: +12% acid / +9% darkness It can be used to fire a magical bolt dealing 242 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Toryhek the Quenchstun Toryhek the QuenchstunInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +24% lightning / +18% cold Changes damage: +12% lightning Critical mult.: +5.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Rings make your fingers look great! |
On fingers | titan's steel ring of luminosity titan's steel ring of luminosityPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 13 light Changes stats: +3 Con / +4 Mag Changes damage: +12% light Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Around neck | stabilizing steel amulet of strength (+3) stabilizing steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +13% temporal Pinning immunity: +29% Knockback immunity: +23% Amulets make your neck look great! |
In main hand | elemental stralite waraxe of shearing (140% power, 5 apr) elemental stralite waraxe of shearing (140% power, 5 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 81 lightning damage (1/turn) * splashes acid on your target dealing 27 damage and reducing their armor When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +10% lightning / +7% all Changes damage: +6% lightning One-handed war axes. |
Around waist | Elenudragas the hardened leather belt Elenudragas the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% fire / +5% arcane / +8% cold Stun/Freeze immunity: +20% Teleport immunity: +20% Infravision radius: +2 See invisible: +3 Healing mod.: +5% A belt that goes around your waist. |
In off hand | warded stralite steamsaw of projection (65% power, 0 apr) warded stralite steamsaw of projection (65% power, 0 apr) Requires: - Magic 35 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 143% Range: 1.5x Uses stat: 100% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +64 On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * splashes acid on your target dealing 27 damage and reducing their armor Attacks use: 1.0 Steam When used to attack (with talents): On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Maximum wards: +4 lightning / +5 temporal / +3 darkness / +5 fire / +6 nature / +4 blight / +4 cold / +3 arcane / +4 light Talents granted: +1 Ward +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 | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +18% lightning / +15% cold Physical save: +10 (+5 eff.) Stun/Freeze immunity: +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | troll-hide cured leather armour of Eyal (6 def, 12 armour) troll-hide cured leather armour of Eyal (6 def, 12 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Life regen: +9.00 Maximum life: +71.00 Healing mod.: +24% A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 99% / cooldown 53%) medical injector implant of the duelist (efficiency 99% / cooldown 53%)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 99% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 136% / cooldown 76%) medical injector implant of the wizard (efficiency 136% / cooldown 76%)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 136% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 12) steam generator implant of the wizard (steam 12)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: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 252; 14 cd) regeneration infusion of the sneak (heal 252; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 252 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the duelist (damage 98; dur 4; cd 20) biting gale rune of the duelist (damage 98; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 98.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 118; cd 20) shatter afflictions rune of the wizard (absorb 118; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid GrooveRequires: - 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. |
3 schematic: Antimagic Shell 3 schematic: Antimagic ShellRequires: - 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: Armour Reinforcement 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: Explosive Shell schematic: Explosive ShellRequires: - 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. |
2 schematic: Fiery Salve 2 schematic: Fiery SalveRequires: - 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: Mental Stimulator schematic: Mental StimulatorRequires: - 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: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - 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. |
2 schematic: Steamgun 2 schematic: SteamgunRequires: - 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. |
balanced steel dagger of massacre (122% power, 6 apr) balanced steel dagger of massacre (122% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 122% Range: 1.3x Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +26% Sharp, short and deadly. |
Samorogas the Tidepunish Samorogas the TidepunishRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% Firing range: +8 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Physical power: +28 (+9 eff.) Ammo reloads per turn: +3 Changes stats: +5 Str Changes resistances penetration: +5% cold Maximum stamina: +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Sootmalice' dwarven-steel steamgun 'Sootmalice'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 4 mind Changes resistances: +10% acid / +3% light / +6% darkness / +10% lightning / +10% fire / +9% cold / +4% all Physical save: +6 (+3 eff.) Spell save: +11 (+6 eff.) Knockback immunity: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Betemina (125% power, 0 apr) Betemina (125% power, 0 apr)Requires: - Magic 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 125% Range: 1.5x Uses stat: 100% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 27% chance to reduce all saves and defense by 20 Effects when hit in melee: * 15% chance to reduce all saves and defense by 20 Changes stats: +2 Str / +4 Mag / +3 Con 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! |
mindwoven woollen robe of life (0 def, 0 armour) mindwoven woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +5% blight / +9% all Mental save: +16 (+8 eff.) Life regen: +1.50 Maximum life: +52.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
naturalist's rough leather gloves (0 def, 1 armour) naturalist's rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes resistances: +5% nature Changes damage: +3% nature When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +5 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duvyhad the hardened leather cap (10 def, 3 armour) Duvyhad the hardened leather cap (10 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+4 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Changes stats: +1 Cun / +4 Wil Changes resistances: +5% lightning / +5% temporal / +6% fire Maximum life: +80.00 A cap made of leather. |
13 onyx 13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald 12 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye 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. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) 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. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 306/400. 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. |
potent healing salve [power 237] potent healing salve [power 237]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 142% efficiency and 81% cooldown modifier. It can be used to heal 237 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful fiery salve [power 21] powerful fiery salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 142% efficiency and 81% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
dwarven steel mental stimulator dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
soothing ash wand of shielding [power 176] (20 cooldown) soothing ash wand of shielding [power 176] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By jikan'radish the Orc Temporal Warden level 6
14th Retaking 124th year of Ascendancy at 18:57 see stats
By jikan'radish the Orc Temporal Warden level 14
25th Retaking 124th year of Ascendancy at 09:25 see stats
By jikan'radish the Orc Temporal Warden level 10
16th Retaking 124th year of Ascendancy at 16:38 see stats
By jikan'radish the Orc Temporal Warden level 20
33rd Retaking 124th year of Ascendancy at 20:05 see stats
By jikan'radish the Orc Temporal Warden level 7
15th Retaking 124th year of Ascendancy at 10:45 see stats
By jikan'radish the Orc Temporal Warden level 19
33rd Retaking 124th year of Ascendancy at 12:19 see stats
By jikan'radish the Orc Temporal Warden level 24
34th Retaking 124th year of Ascendancy at 14:15 see stats
Log
Today is the 52nd Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 1st Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 2nd Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
Today is the 3rd Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:58.
Ran for 7 turns (stop reason: didn't move).
Today is the 4th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:06.
Today is the 5th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 6th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 7th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 8th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 9th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:15.
Today is the 10th Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 11st Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:45.
Today is the 12nd Revenge of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:06.
There is a Path to a peak leading to the Sunwall Observatory here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).