
















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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/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:
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 28 / 36% |
| Size | big |
| Lifes / Deaths | Killed by shadow at level 17 on the 20th Revenge 124th year of Ascendancy at 00:30 0 / 7Killed by Dozing Yvekira at level 24 on the 37th Revenge 124th year of Ascendancy at 14:44 Killed by Rrear the human at level 27 on the 21st Dearth 124th year of Ascendancy at 14:52 Killed by Betoldanne the whitehoof hailstorm at level 27 on the 29th Dearth 124th year of Ascendancy at 04:32 Killed by Yvavea the whitehoof hailstorm at level 28 on the 30th Dearth 124th year of Ascendancy at 11:47 Killed by Yvylrassra the whitehoof ghoul at level 28 on the 30th Dearth 124th year of Ascendancy at 22:47 Killed by Arilralle the whitehoof maulotaur at level 28 on the 31st Dearth 124th year of Ascendancy at 01:02 |
Primary Stats
| Strength | 116 (base 60) |
| Dexterity | 16 (base 10) |
| Constitution | 25 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 53 (base 52) |
Resources
| Life | -506/833 |
| Steam | 80/100 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 12.65082552379 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 54 |
| Crit Chance | 20% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 54 |
| Crit Chance | 20% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Mind | +6% |
| Fire | +24% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +17% |
| All | +7% |
| Physical | +15% |
| Fire | +32% |
| Nature | +22% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (86.151787968034%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Darkness | + 18%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 33%( 70%) |
| Physical | + 4%( 70%) |
| Acid | + 35%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Bleed Resistance | 50% |
| Confusion Resistance | 34% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 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 161% efficiency and cooldown mod of 85%. 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 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. | active |
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 | Xerikira the pair of dwarven-steel boots (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Str +3 Dex +4 Wil +7 Con offense ------ Mindpower +6 (+3 eff.) Damage +6% mind Ignore resists +8% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +4 Fatigue +3% other ------- Talents +3 Rocket Boots Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: defense ------ Blind Resist +24% Confus Resist +14% other ------- Light +7 See Stealth +10 See Invisibility +8 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.4 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour) 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con offense ------ Accuracy +9 (+3 eff.) defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% other ------- Light +5 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | scouring hardened leather gloves of the juggernaut (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +1 Con offense ------ When Hit: * 20 arcane resource burn defense ------ Armor +2 Physical save +13 (+4 eff.) Spell save +17 (+8 eff.) Mind save +5 (+3 eff.) Disarm Resist +25% other ------- Talents +3 Spring Grapple Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 physical On Hit: 10% Juggernaut level 1 On Hit: * 18 arcane resource burn Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Darksteel [power 2] (24/25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil offense ------ Critical power +10.00% On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Mind save +6 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +3.00 Stun Resist +22% Rings make your fingers look great! |
| On fingers | steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Boltmark the dwarven-steel steamsaw (34-51 power, 0 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 34.0 - 51.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 On-hit +20 physical Damage Against +28% Undead +28% Demon +28% Horror Uses 1.0 Steam While equipped: Stats +2 Dex offense ------ Physical Crit +4.0% Ignore Armor +2 When Hit 8 lightning defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | grounding rough leather belt of resilience 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal Life +32.00 A belt that goes around your waist. |
| In off hand | corrosive dwarven-steel steamsaw of massacre (27-40 power, 0 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 27.0 - 40.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Damage Against +21% Undead +21% Demon +21% Horror Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con offense ------ When Hit: * 12% chance to reduce armor by 12% defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +8% Resistance +12% acid other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | cashmere cloak 'Brightcrypt' (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +12% cold +9% darkness +18% fire Ignore resists +10% darkness +25% fire Accuracy +20 (+6 eff.) defense ------ Defense +2 (+2 eff.) Fatigue -6% Resistance +24% lightning Life +73.00 Stun Resist +40% other ------- Max stamina +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Dureharantir the Greenbait (0 def, 11 armour) 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: offense ------ Damage +6% fire Ignore resists +15% nature defense ------ Armor +11 Fatigue +22% Resistance +20% acid Unlife -60.00 life Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of metal plates. |
Inventory
steam generator implant (steam 10)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 49 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the wizard (heal 296; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 176; dur 5; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 168; dur 3; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 168 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 526; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 526 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +25.00 Disarm Resist +24% Pinning Resist +25% Knockbk Resist +20% Rings make your fingers look great! |
titan's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Con defense ------ Physical save +10 (+3 eff.) Mind save +8 (+4 eff.) Confus Resist +20% Rings make your fingers look great! |
treant's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Psionic While equipped: defense ------ Resistance +6% nature +8% blight Mind save +6 (+3 eff.) Poison Resist +12% Disease Resist +15% Confus Resist +27% Rings make your fingers look great! |
mighty yew longbow of cold4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +11 cold While equipped: Stats +5 Str offense ------ Physical Power +15 (+4 eff.) Damage +17% cold Longbows are used to shoot arrows at your foes. |
steel longsword 'Layinor' (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Arcane Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +5.0% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +5 Con offense ------ Physical Power +10 (+3 eff.) Damage +9% acid Ignore resists +25% arcane Accuracy +25 (+7 eff.) Ignore Armor +2 defense ------ Disease Resist +16% other ------- Mana-on-crit +2.00 Sharp, long, and deadly. |
Betiwe (40-56 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Random Unique] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +11 (+3 eff.) Ignore Armor +10 On-Hit (Melee): * 20% chance to reduce armor by 12% defense ------ Resistance +6% darkness +5% arcane Spell save +3 (+1 eff.) Blunt and deadly. |
flaming steel mace of crippling (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +8 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Blunt and deadly. |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ash magestaff 'Zanazor' (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +7.0% Spell Crit +5% Physical Power +7 (+2 eff.) Spellpower +13 (+4 eff.) Mindpower +30 (+14 eff.) Damage +6% mind +15% cold Accuracy +6 (+2 eff.) defense ------ Resistance +6% mind other ------- Light +3 See Invisibility +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash starstaff (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +2% Spellpower +9 (+4 eff.) Damage +15% light defense ------ Life Regen +0.60 Healmod +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Zanyromnir' (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On-hit +16 physical +9 temporal While equipped: Stats +8 Cun +3 Mag offense ------ When Hit 8 physical defense ------ Resistance +9% temporal Unlife -40.00 life One-handed war axes. |
Mardoyabers (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +24% mind Ignore resists +10% acid defense ------ Armor +4 Fatigue -4% Resistance +3% lightning Crit Resistance 10.00% Physical save +8 (+2 eff.) Cut Resist +20% other ------- Encumbrance +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Grinabar (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Critical power +20.00% Damage +12% blight Accuracy +9 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +8% darkness +9% blight other ------- Max mana +40.00 Infravision +3 Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On-hit +15 darkness On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 2.4 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Nokor the Skybrawn (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +2% On-Hit 8 blight Damage +6% blight Ignore resists +20% lightning +25% arcane Ignore Shields +20% When Hit 6 blight defense ------ Armor +2 Fatigue +3% Resistance +8% blight other ------- Mana-on-crit +2.00 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +11 blight On Hit: 20% Soul Rot level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's drakeskin leather gloves of magic (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Dex +4 Mag +4 Cun offense ------ Damage +5% arcane defense ------ Armor +3 Physical save +10 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 25.5 - 28.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +5 Critical Rate +12.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +8 arcane On Hit: 10% Set Up level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Oluldir the Lustrepower (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Arcane While equipped: offense ------ Ignore resists +20% mind +5% light On-Hit (Melee): * 20% chance to reduce armor by 12% * 20% chance to reduce all saves and defense by 20 defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% arcane +20% light Spell save +16 (+8 eff.) A suit of armour made of mail. |
marauder's reinforced leather armour (18 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +5 Str +7 Dex defense ------ Armor +7 Defense +18 (+10 eff.) Fatigue +8% Physical save +12 (+4 eff.) A suit of armour made of leather. |
reinforced leather armour of stability (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Master While equipped: defense ------ Armor +7 Defense +12 (+7 eff.) Fatigue +8% Resistance +6% physical Physical save +13 (+4 eff.) A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour)12.0 Encumbrance T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con offense ------ Steampower +10 (+4 eff.) defense ------ Armor +10 Defense +4 (+3 eff.) Fatigue +22% Resistance +15% cold +10% fire Healmod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
exposing steel shield of fire resistance (+18%) (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit (Melee): * 5% chance to reduce all saves and defense by 20 When Hit: * 15% chance to reduce all saves and defense by 20 defense ------ Armor +4 Fatigue +8% Resistance +18% fire other ------- Talents +1 Block Handheld deflection devices. |
deadly quiver of yew arrows of annihilation (20/20, 56-78 power, 16 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Master Weapon Damage 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +10.0% Capacity 20 Projectile Speed +200% Arrows are used with bows to pierce your foes to death. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gyvena the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Dex +3 Wil +3 Con defense ------ Defense +5 (+3 eff.) Resistance +17% blight Crit Resistance 10.00% Life Regen +8.00 Poison Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent fiery salve [power 13] potent fiery salve [power 13]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (13% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 215] powerful healing salve [power 215]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 215 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven steel razor edge0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By SHINTR the Orc Sawbutcher level 14
43rd Retaking 124th year of Ascendancy at 15:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SHINTR the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 22:07 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SHINTR the Orc Sawbutcher level 20
22nd Revenge 124th year of Ascendancy at 12:01 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By SHINTR the Orc Sawbutcher level 14
43rd Retaking 124th year of Ascendancy at 15:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SHINTR the Orc Sawbutcher level 17
8th Revenge 124th year of Ascendancy at 10:57 see stats
Log
Yvylrassra the whitehoof ghoul receives 116 healing.
Arilralle the whitehoof maulotaur casts Lightning.
Melee retaliation hits Arilralle the whitehoof maulotaur for (8 flat reduction), 0 lightning, (20 flat reduction), 0 arcane (0 total damage).
Arilralle the whitehoof maulotaur hits SHINTR for 126 physical, 12 lightning, 90 lightning (228 total damage).
Yvylrassra the whitehoof ghoul's spell attains critical power!
Melee retaliation hits Yvylrassra the whitehoof ghoul for (8 flat reduction), 0 lightning, (12 flat reduction), (8 turned into osmosis), 8 arcane (8 total damage).
Yvylrassra the whitehoof ghoul hits SHINTR for 36 physical, 49 lightning (85 total damage).
Yvylrassra the whitehoof ghoul's fire area effect hits SHINTR for 33 fire damage.
Only Ashes Left from Yvylrassra the whitehoof ghoul hits SHINTR for 18 darkness damage.
Yvylrassra the whitehoof ghoul is suffering less.
Tempest of Metal performs a melee critical strike against Arilralle the whitehoof maulotaur!
Yvylrassra the whitehoof ghoul's is vulnerable to attacks and effects!
Yvylrassra the whitehoof ghoul is weakened by the darkness!
You collect a new ingredient: minotaur nose (1).
You collect a new ingredient: chunk of ghoul flesh (1).
SHINTR roars triumphantly.
Burning from SHINTR hits Arilralle the whitehoof maulotaur for (25 flat reduction), 0 fire (0 total damage).
Melee retaliation hits Arilralle the whitehoof maulotaur for (8 flat reduction), 0 lightning, (20 flat reduction), 0 arcane (0 total damage).
SHINTR hits Yvylrassra the whitehoof ghoul for (12 flat reduction), (61 turned into osmosis), 199 physical, (12 flat reduction), (3 turned into osmosis), 3 physical, (12 flat reduction), (13 turned into osmosis), 13 fire, (12 flat reduction), (61 turned into osmosis), 179 physical (395 total damage).
Tempest of Metal hits Yvylrassra the whitehoof ghoul for (12 flat reduction), (61 turned into osmosis), 134 physical, (12 flat reduction), (3 turned into osmosis), 3 physical, (12 flat reduction), (13 turned into osmosis), 13 fire, (12 flat reduction), (61 turned into osmosis), 98 physical, (12 flat reduction), (13 turned into osmosis), 13 fire (262 total damage).
Tempest of Metal hits Arilralle the whitehoof maulotaur for (30 flat reduction), 87 physical, (10 flat reduction), 0 physical, (25 flat reduction), 0 fire, (30 flat reduction), 55 physical, (25 flat reduction), 0 fire (142 total damage).
Arilralle the whitehoof maulotaur hits SHINTR for 110 physical, 11 lightning (120 total damage).
Tempest of Metal killed Yvylrassra the whitehoof ghoul!
SHINTR stops burning.
SHINTR burns with dark flames.
Yvylrassra the whitehoof ghoul's fire area effect hits SHINTR for 48 fire damage.
Melee retaliation hits Arilralle the whitehoof maulotaur for (8 flat reduction), 0 lightning, (20 flat reduction), 0 arcane (0 total damage).
Arilralle the whitehoof maulotaur hits SHINTR for 106 physical damage.
SHINTR the level 28 orc sawbutcher was disembowelled to death by Arilralle the whitehoof maulotaur on level 2 of Krimbul Territory.


























































































