Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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 | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 32 / 60% |
Size | medium |
Lifes / Deaths | Killed by Docie the human at level 31 on the 43rd Pain 124th year of Ascendancy at 14:30 5 / 1 |
Primary Stats
Strength | 86 (base 60) |
Dexterity | 21 (base 10) |
Constitution | 41 (base 24) |
Magic | 14 (base 10) |
Willpower | 23 (base 10) |
Cunning | 56 (base 48) |
Resources
Life | 970/970 |
Steam | 115/115 |
Healing Factor | 1.2785646526877 |
Regeneration | 13.549557250019 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Stealth | 7 |
See Invisible | 18 |
Offense: Mainhand
Damage | 137 |
Accuracy | 45 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Light | +11% |
Fire | +9% |
Physical | +9% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Fire | +35% |
Physical | +20% |
Defense: Base
Armour (hardiness) | 63.255795327849 (100%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 51 |
Physical Save | 40 |
Spell Save | 33 |
Mental Save | 25 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 26%( 70%) |
Physical | + 25%( 70%) |
Cold | + 35%( 70%) |
All | + 13%( 70%) |
Lightning | + 33%( 70%) |
Light | + 18%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 27%( 70%) |
Fire | + 39%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 30% |
Poison Resistance | 40% |
Blind Resistance | 40% |
Silence Resistance | 20% |
Bleed Resistance | 40% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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 108% efficiency and cooldown mod of 56%. Its effects scale with your Constitution 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Sawmaiming | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Melting Point |
talent | Grinding Shield |
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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour) 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Physical save +9 (+3 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Bregeyakath the Lustrezephyr Bregeyakath the Lustrezephyr1.0 Encumbrance T5 lite [Rare] Disrupt While equipped: offense ------ Damage +18% mind defense ------ Armor +4 Resistance +2% physical +9% nature +3% all Spell save +11 (+6 eff.) Blind Resist +20% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Betilebrenne the Squalorsmash (0 def, 7 armour) Betilebrenne the Squalorsmash (0 def, 7 armour) 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Dex +1 Mag +3 Wil +2 Cun offense ------ When Hit 2 nature defense ------ Armor +7 Fatigue +4% Resistance +8% lightning +8% temporal Silence Resist +20% other ------- Infravision +3 See Invisibility +9 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 440.1 Physical damage. If the attack hits, the target is confused (30% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets 'Relgodragar' (20 def, 2 armour) dwarven-steel gauntlets 'Relgodragar' (20 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Dex +2 Mag +2 Wil defense ------ Armor +2 Defense +20 (+7 eff.) Fatigue +3% Crit Resistance 10.00% Life Regen +3.00 Disarm Resist +100% other ------- Stamina/turn +0.50 Psi/turn +0.18 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | iron torque of psionic shield [power 25] (25 cooldown) iron torque of psionic shield [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | psionicist's steel ring of sensing psionicist's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +7 See Invisibility +9 Rings make your fingers look great! |
On fingers | savage's steel ring of luminosity savage's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag +1 Con offense ------ On-Hit 10 light On-Ranged-Hit 10 light Damage +11% light defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
Around neck | warrior's stralite amulet warrior's stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +9% physical other ------- Stamina/turn +0.60 Amulets make your neck look great! |
In main hand | Rainrace (42-63 power, 0 apr) Rainrace (42-63 power, 0 apr) 3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Weapon Damage 42.0 - 63.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +110 On-hit +20 nature +4 fire Damage Against +28% Undead +28% Demon +28% Horror On-Hit, radius 1 +0 20% chance of physical repulsion Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Ignore resists +15% fire On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +6 Defense +10 (+4 eff.) Fatigue +12% Resistance +16% blight +26% cold +19% nature +17% mind Life +75.00 other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Neira's Memory Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 135, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | Turbocutter (30-45 power, 23 apr) Turbocutter (30-45 power, 23 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +4.0% Attack Speed 100% Block +50 On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: * applies a stacking poison dealing 30 damage per turn Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +16 (+6 eff.) Fatigue +8% other ------- Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
Cloak | Tulidil the Growthdream (2 def, 0 armour) Tulidil the Growthdream (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 defense ------ Defense +2 (+1 eff.) Resistance +15% lightning +9% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Cloudire' (20 def, 16 armour) voratun plate armour 'Cloudire' (20 def, 16 armour) 17.0 Encumbrance T5 massive armor [Rare] Master While equipped: offense ------ Ignore resists +15% lightning defense ------ Armor +16 Defense +20 (+7 eff.) Fatigue +22% Resistance +24% acid +26% fire +6% light Spell save +12 (+6 eff.) Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% Teleport Resist +20% A suit of armour made of metal plates. |
Inventory
heroism infusion of the warrior (die at -471; dur 6; cd 25) heroism infusion of the warrior (die at -471; dur 6; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -471 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 471 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 42; cd 21) shatter afflictions rune of the duelist (absorb 42; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 42 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 Dexterity stat. 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 34; cd 14) shatter afflictions rune of the wizard (absorb 34; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 34 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 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. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 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: Magnetic Shell schematic: Magnetic Shell0.1 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. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor Salve0.1 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: Rocket Boots schematic: Rocket Boots0.1 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: Thunderclap Coating schematic: Thunderclap Coating0.1 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. |
Shockraptor Shockraptor0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Ignore resists +10% fire defense ------ Resistance +19% lightning Mind save +9 (+5 eff.) Stun Resist +26% other ------- EQ when Hit +0.24 Hate-on-crit +5.00 Amulets make your neck look great! |
copper amulet of constitution (+3) copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
gold amulet 'Emetta' gold amulet 'Emetta'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +24% acid +6% mind Ignore resists +25% mind +25% acid defense ------ Fatigue -6% Resistance +9% mind Life Regen +3.00 Amulets make your neck look great! |
Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 10.49 cold and 11.47 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of power copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
cashmere cloak 'Jetwild' (2 def, 7 armour) cashmere cloak 'Jetwild' (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Mag offense ------ Mind Crit +2% When Hit 6 darkness 8 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +19% cold Crit Resistance 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe (0 def, 0 armour) =Dreamer= dreamer's woollen robe (0 def, 0 armour) =Dreamer=2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +10% darkness +12% mind +9% all Physical save +11 (+4 eff.) Spell save +11 (+6 eff.) Mind save +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
dwarven-steel gauntlets 'Torchravager' (0 def, 2 armour) dwarven-steel gauntlets 'Torchravager' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +2% On-Hit 5 lightning Damage +5% lightning +6% fire Ignore resists +5% cold defense ------ Armor +2 Fatigue +3% Resistance +7% lightning other ------- EQ when Hit +0.08 Max psi +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Hokalthobar the Deepsravager (5 def, 10 armour) Hokalthobar the Deepsravager (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Ignore resists +15% darkness defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +36% blight +15% darkness +6% lightning Crit Resistance 5.00% Spell save +18 (+8 eff.) Life Regen +4.00 Healmod +20% Silence Resist +20% Pinning Resist +10% other ------- Light +1 A suit of armour made of mail. |
cleansing steel plate armour of lightning resistance (0 def, 9 armour) cleansing steel plate armour of lightning resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego] Disrupt/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +16% lightning +12% nature +12% blight A suit of armour made of metal plates. |
agate 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. |
51 alchemist agate 51 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
23 onyx 23 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. |
13 aquamarine 13 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 lapis lazuli 28 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
11 opal 11 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. |
13 topaz 13 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
24 emerald 24 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Patriarch) 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 Extractor 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. |
21 garnet 21 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 pain suppressor salve [power 159] potent pain suppressor salve [power 159]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Let you fight up to -159 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 229] powerful healing salve [power 229]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 229 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder 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 grip dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
mastercraft head lamp mastercraft head lamp0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +16 (+6 eff.) other ------- Light +6 Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lens0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating well-made thunderclap coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
well-made thunderclap coating well-made thunderclap coating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
Telekinetic Core Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
11 amethyst 11 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. |
17 quartz 17 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. |
ametrine 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. |
citrine 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
By Sawy the Orc Sawbutcher level 11
20th Retaking 124th year of Ascendancy at 08:38 see stats
By Sawy the Orc Sawbutcher level 13
26th Retaking 124th year of Ascendancy at 23:32 see stats
By Sawy the Orc Sawbutcher level 31
42nd Pain 124th year of Ascendancy at 10:00 see stats
By Sawy the Orc Sawbutcher level 30
40th Pain 124th year of Ascendancy at 12:33 see stats
By Sawy the Orc Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 11:31 see stats
By Sawy the Orc Sawbutcher level 20
48th Retaking 124th year of Ascendancy at 23:56 see stats
By Sawy the Orc Sawbutcher level 30
39th Pain 124th year of Ascendancy at 22:47 see stats
By Sawy the Orc Sawbutcher level 27
15th Revenge 124th year of Ascendancy at 02:32 see stats
By Sawy the Orc Sawbutcher level 28
23rd Revenge 124th year of Ascendancy at 04:22 see stats
By Sawy the Orc Sawbutcher level 23
9th Revenge 124th year of Ascendancy at 17:58 see stats
By Sawy the Orc Sawbutcher level 16
33rd Retaking 124th year of Ascendancy at 17:36 see stats
Log
You gain 6.22 gold from the melting of earthen yew starstaff of channeling (20-24 power, 4 apr, temporal element).
You gain 21.71 gold from the melting of ash magestaff 'Cinderoblivion' (19-22 power, 3 apr, cold element).
You gain 21.21 gold from the melting of Rimesear the yew vilestaff (20-24 power, 4 apr, blight element).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 19.60 gold from the melting of vined mindstar 'Growthbraze' (5-5 power, 18 apr, nature damage).
You gain 6.08 gold from the melting of caustic yew longbow.
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.01 gold from the melting of flaming dwarven-steel greatsword of massacre (45-72 power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 20.41 gold from the melting of Camiharasta the dwarven-steel greatsword (46-74 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 25.00 gold from the melting of Bogminister (25-38 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 20.47 gold from the melting of Sleetwish the steel dagger (19-25 power, 6 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.08 gold from the melting of chilling dwarven-steel battleaxe of daylight (31-46 power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.45 gold from the melting of arcing dwarven-steel battleaxe of massacre (43-65 power, 2 apr).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.50 gold from the melting of wild infusion of the psychic (res 22%; physical; dur 2; cd 11).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 2.03 gold from the melting of regeneration infusion of the duelist (heal 416; 17 cd).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.17 gold from the melting of healing infusion of the duelist (heal 99; cd 11).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.