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 | Gunslinger |
Level / Exp | 29 / 58% |
Size | big |
Lifes / Deaths | Killed by Captured Yeti Behemoth at level 17 on the 38th Retaking 124th year of Ascendancy at 13:50 0 / 8Killed by Captured Yeti Behemoth at level 17 on the 38th Retaking 124th year of Ascendancy at 16:24 Killed by Captured Yeti Behemoth at level 17 on the 38th Retaking 124th year of Ascendancy at 17:53 Killed by Aereta the ritch centipede at level 22 on the 48th Retaking 124th year of Ascendancy at 03:03 Killed by dreaming horror at level 28 on the 7th Revenge 124th year of Ascendancy at 23:56 Killed by shadow at level 29 on the 23rd Revenge 124th year of Ascendancy at 15:56 Killed by Yvyta the whitehoof ghoul at level 29 on the 23rd Revenge 124th year of Ascendancy at 17:20 Killed by Yvyta the whitehoof ghoul at level 29 on the 23rd Revenge 124th year of Ascendancy at 17:31 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 60 (base 50) |
Constitution | 44 (base 28) |
Magic | 15 (base 10) |
Willpower | 29 (base 10) |
Cunning | 54 (base 48) |
Resources
Life | -398/919 |
Steam | 96/100 |
Healing Factor | 1.2455007465519 |
Regeneration | 6.5388789193974 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +33% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Offense: Mainhand
Damage | 41 |
Accuracy | 62 |
Crit Chance | 22% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 62 |
Crit Chance | 22% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Lightning | +17% |
Light | +33% |
Nature | +12% |
Cold | +33% |
Physical | +12% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +26% |
Lightning | +9% |
Cold | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 16 (69.687909656376%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 23 |
Mental Save | 32 |
Defense: Resistances
Acid | + 29%( 70%) |
Physical | + 21%( 70%) |
Cold | + 39%( 70%) |
All | + 10%( 70%) |
Lightning | + 32%( 70%) |
Light | + 13%( 70%) |
Temporal | + 21%( 70%) |
Fire | + 31%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 50% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 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 161% efficiency and cooldown mod of 99%. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
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 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 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. | 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 | Hazeknave (0 def, 4 armour) Hazeknave (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes resistances: +12% temporal Changes damage: +3% cold Maximum encumbrance: +26 Physical save: +9 (+4 eff.) Poison immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Maximum life: +40.00 A pair of boots made of leather. |
Quiver | sentry's pouch of dwarven-steel shots of corruption (39/45, 142% power, 7 apr) sentry's pouch of dwarven-steel shots of corruption (39/45, 142% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 143% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +5.0% Capacity: 45 Turns elapse between self-loadings: 4 When this weapon hits: Curse of Vulnerability (20% chance level 3). Shots are used with slings to pummel your foes to death. |
Light source | scorching alchemist's lamp of focus scorching alchemist's lamp of focusPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 21 fire Changes stats: +4 Wil Changes resistances: +7% fire Changes damage: +9% mind Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Frozenlore the hardened leather cap (15 def, 3 armour) Frozenlore the hardened leather cap (15 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Defense: +15 (+4 eff.) Fatigue: +3% Changes resistances: +8% acid / +8% fire / +7% lightning / +10% cold Changes damage: +6% fire / +6% cold Mental save: +9 (+4 eff.) Only die when reaching: -40.00 life Maximum life: +100.00 Light radius: +5 A cap made of leather. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Talent granted: +1 Flash Powder Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 84.28 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | steel torque of psionic shield [power 45] (13/25 cooldown) steel torque of psionic shield [power 45] (13/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | psionicist's steel ring of the mountain (+12%) psionicist's steel ring of the mountain (+12%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% physical Changes damage: +12% physical Mental save: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | Floejustice the steel ring Floejustice the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances: +24% nature Changes damage: +12% nature / +24% cold Light radius: +3 Rings make your fingers look great! |
Around neck | wanderer's steel amulet of magic (+5) wanderer's steel amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Mag / +5 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
In main hand | Splendourpiercer the stralite steamgun Splendourpiercer the stralite steamgun Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +24 Crit. chance: +12.0% Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +9 lightning Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +15% nature / +26% physical Changes damage: +17% lightning / +18% light Light radius: +1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Lightshaper Lightshaper Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Defense: +12 (+3 eff.) Changes stats: +4 Dex Changes resistances: +7% acid / +8% fire / +7% lightning / +6% cold Changes damage: +15% light Stealth bonus: +11 Physical save: +10 (+5 eff.) Spell save: +12 (+6 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | stormbringer's dwarven-steel steamgun of enduring stormbringer's dwarven-steel steamgun of enduring Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon hit: * splashes acid on your target dealing 53 damage and reducing their armor Travel speed: +600% Damage (radius 2) on crit: +6 lightning / +10 cold Attacks use: 2.0 Steam When wielded/worn: Changes stats: +11 Con / +9 Wil Changes resistances penetration: +9% lightning / +5% cold Maximum life: +35.00 Movement speed: +23% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | enveloping cashmere cloak of battle (12 def, 0 armour) enveloping cashmere cloak of battle (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+1 eff.) Defense: +12 (+3 eff.) Fatigue: -2% Physical save: +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cured leather armour of the deep (6 def, 7 armour) cured leather armour of the deep (6 def, 7 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the wizard (speed 553%; cd 15)movement infusion of the wizard (speed 553%; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
This item will automatically be transmogrified when you leave the level. blink rune (range 4; phase 15; cd 11)blink rune (range 4; phase 15; cd 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
This item will automatically be transmogrified when you leave the level. mighty cured leather sling of coldmighty cured leather sling of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +7 cold When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +2 Str Changes damage: +10% cold Slings are used to hurl stones or metal shots at your foes. |
penetrating cured leather sling penetrating cured leather slingRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes resistances penetration: +6% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. balanced steel steamsaw (107% power, 0 apr)balanced steel steamsaw (107% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 107% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +24 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Defense: +11 (+3 eff.) Fatigue: +6% Talent granted: +1 Block Disarm immunity: +20% 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! |
Aravea (0 def, 0 armour) Aravea (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +30 (+12 eff.) Changes stats: +4 Mag Changes resistances: +22% cold / +9% all Changes damage: +15% cold Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Infravision radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather hat (0 def, 1 armour) rough leather hat (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A hat made of leather. Very stylish. |
Belirawe the dwarven-steel pickaxe (dig speed 28 turns) Belirawe the dwarven-steel pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +8 Str / +3 Con Changes resistances: +3% acid Changes damage: +3% acid Infravision radius: +2 See invisible: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 65% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 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. |
potent healing salve [power 178] potent healing salve [power 178]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 178 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful fiery salve [power 16] powerful fiery salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Achievements
By jyuu'radish the Orc Gunslinger level 9
17th Retaking 124th year of Ascendancy at 07:00 see stats
By jyuu'radish the Orc Gunslinger level 14
33rd Retaking 124th year of Ascendancy at 07:24 see stats
By jyuu'radish the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 11:56 see stats
By jyuu'radish the Orc Gunslinger level 20
46th Retaking 124th year of Ascendancy at 13:16 see stats
By jyuu'radish the Orc Gunslinger level 22
47th Retaking 124th year of Ascendancy at 16:53 see stats
By jyuu'radish the Orc Gunslinger level 25
48th Retaking 124th year of Ascendancy at 17:09 see stats
By jyuu'radish the Orc Gunslinger level 17
38th Retaking 124th year of Ascendancy at 11:00 see stats
By jyuu'radish the Orc Gunslinger level 29
23rd Revenge 124th year of Ascendancy at 17:21 see stats
Log
jyuu'radish receives 62 healing from Lightshaper .
jyuu'radish receives 278 healing.
Yvyta the whitehoof ghoul's creeping dark strikes jyuu'radish in the darkness (+39% damage).
Melee retaliation hits Shadow for 22 fire damage.
Yvyta the whitehoof ghoul's creeping dark hits jyuu'radish for 74 darkness damage.
Shadow hits jyuu'radish for 59 physical damage.
Talent Slip Away is ready to use.
Talent Combustive Bullets is ready to use.
Yvyta the whitehoof ghoul uses Focus Shadows.
The shadows converge on jyuu'radish!
Yvyta the whitehoof ghoul's creeping dark hits jyuu'radish for 33 darkness damage.
Jyuu'radish shoots!
Shadow casts Shadow Flames.
Jyuu'radish's Shoot performs a ranged critical strike against Yvyta the whitehoof ghoul!
Shadow casts Fade.
Shadow fades!
Yvyta the whitehoof ghoul's creeping dark strikes jyuu'radish in the darkness (+39% damage).
Jyuu'radish's Shoot hits Something for 0 lightning, 0 cold (0 total damage).
Jyuu'radish's Shoot hits Shadow for 0 lightning, 0 cold (0 total damage).
Jyuu'radish's Shoot hits Yvyta the whitehoof ghoul for (24 flat reduction), (150 stormshielded), 0 physical, (6 flat reduction), 0 lightning, (12 flat reduction), 0 cold, (24 flat reduction), (22 stormshielded), 0 acid (0 total damage).
Jyuu'radish's Shoot hits Yvyta the whitehoof ghoul for (24 flat reduction), (90 stormshielded), 0 physical, (9 flat reduction), 0 lightning (0 total damage).
Yvyta the whitehoof ghoul's creeping dark hits jyuu'radish for 73 darkness damage.
Shadow hits jyuu'radish for 122 fire damage.
Yvyta the whitehoof ghoul uses Willful Strike.
Yvyta the whitehoof ghoul's mind surges with critical power!
Yvyta the whitehoof ghoul strikes jyuu'radish in the darkness (+39% damage).
Yvyta the whitehoof ghoul hits jyuu'radish for 363 physical damage.
jyuu'radish the level 29 orc gunslinger was disembowelled to death by Yvyta the whitehoof ghoul on level 2 of Krimbul Territory.