Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Embers of Rage 1.4.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 25 / 38% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 55 (base 39) |
| Dexterity | 9 (base 10) |
| Constitution | 36 (base 23) |
| Magic | 16 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 60 (base 43) |
Resources
| Life | 764/764 |
| Healing Factor | 1.024 |
| Regeneration | 7.8336 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 8 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 38 |
| Crit Chance | 23% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 38 |
| Crit Chance | 31% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.6666666666667 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 16% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 28.73 (48.103448275862%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 33 |
| Physical Save | 45 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 18% |
| Poison Resistance | 50% |
| Bleed Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 74%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| 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 7.8 steam per turn. Can be activated for an instant burst of 39 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Grinding Shield |
| talent | Tempest of Metal |
| talent | Mow Down |
| talent | Overheat Saws |
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 Erรบan 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 |
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'Haรฏb 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)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 50% (based on Cunning), costing 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 | scorching alchemist's lamp of clarity scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +8 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +8 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Mental save: +6 (+3 eff.) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
| On hands | brawler's rough leather gloves of butchering (0 def, 1 armour) brawler's rough leather gloves of butchering (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str / +2 Dex / +2 Cun Changes resistances: +5% blight Talent cooldown: Double Strike (-1 turn) Talent granted: +1 Sand Shredder Physical save: +6 (+2 eff.) Spell save: +9 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Korbek's Spyglass Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | wizard's copper ring of power wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Mag Spell save: +4 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Fatigue: -5% Maximum encumbrance: +21 Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | insidious dwarven-steel steamsaw of projection (20.5-30.75 power, 14 apr) insidious dwarven-steel steamsaw of projection (20.5-30.75 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +43 Damage (Melee): +19 insidious poison / +10 mind Burst (radius 1) on hit: +60 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Garain the hardened leather belt Garain the hardened leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +6% acid / +3% temporal / +9% mind / +3% nature Physical save: +14 (+5 eff.) Maximum life: +32.00 Mindpower: +4 (+1 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | insidious dwarven-steel steamsaw of purging (20.5-30.75 power, 22 apr) insidious dwarven-steel steamsaw of purging (20.5-30.75 power, 22 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Physical crit. chance: +11.0% Attack speed: 100% Block value: +54 On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature / +10 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | steel mail armour of stability (2 def, 6 armour) steel mail armour of stability (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +6% physical Physical save: +15 (+5 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 A suit of armour made of mail. |
Inventory
healing infusion of the sneak (heal 164) healing infusion of the sneak (heal 164)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (433% speed; 4 turns) movement infusion of the titan (433% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 433% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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 ability. |
wild infusion of the duelist (resist 22%; cure mental) wild infusion of the duelist (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 ability. |
teleportation rune of the warrior (range 84) teleportation rune of the warrior (range 84)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Chenarildil ChenarildilInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances: +22% lightning / +9% acid Changes resistances penetration: +5% temporal Talent mastery: +0.15 Technique / Combat training Stun/Freeze immunity: +44% Amulets can have magical properties. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +21% Disease immunity: +20% Amulets can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
caustic stralite longsword (31-43.4 power, 5 apr) caustic stralite longsword (31-43.4 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 9% chance to corrode armour When wielded/worn: Changes resistances penetration: +7% acid Life regen: +0.90 Sharp, long, and deadly. |
stralite mace of crippling (36.5-51.1 power, 5 apr) stralite mace of crippling (36.5-51.1 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Blunt and deadly. |
thought-forged dwarven-steel steamsaw of paradox (17-25.5 power, 14 apr) thought-forged dwarven-steel steamsaw of paradox (17-25.5 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 17.0 - 25.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +46 On weapon hit: * 14% chance to cause random gloom Damage (Melee): +8 temporal / +8 mind Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 8 temporal Changes stats: +2 Cun / +1 Wil Changes resistances: +6% temporal Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
Arena (0 def, 3 armour) Arena (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +4 Con Maximum encumbrance: +10 Stamina each turn: +0.20 A hat made of leather. Very stylish. |
enlightening steel plate armour of the dragon (4 def, 9 armour) enlightening steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +3 Wil / +4 Cun / +1 Con Changes resistances: +5% acid / +7% physical / +6% cold / +6% lightning / +6% fire Talent cooldown: Rush (-5 turns) Mental save: +13 (+7 eff.) Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +22% A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
35 aquamarine 35 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 opal 24 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
33 topaz 33 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 369/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 324] powerful healing salve [power 324]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 137% efficiency and 74% cooldown modifier. It can be used to heal 324, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 137% efficiency and 74% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
steel grapple steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
31 amethyst 31 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Butcher the Kruk Yeti Sawbutcher level 11
25th Retaking 124th year of Ascendancy at 23:42 see stats
Level 10 (Roguelike)
Got a character to level 10.By Butcher the Kruk Yeti Sawbutcher level 10
22nd Retaking 124th year of Ascendancy at 12:59 see stats
Level 20 (Roguelike)
Got a character to level 20.By Butcher the Kruk Yeti Sawbutcher level 20
35th Revenge 124th year of Ascendancy at 17:12 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Butcher the Kruk Yeti Sawbutcher level 18
16th Revenge 124th year of Ascendancy at 21:58 see stats
Log
Today is the 6th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 7th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:48.
Today is the 8th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
Butcher wears (replacing Shoes of Moving Quickly (10 def, 12 armour)): Eden's Guile (2 def, 1 armour).
Today is the 9th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Today is the 10th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 11st Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
There is a Entrance to the Sunwall Outpost here (press '' or right click to use).
Today is the 12nd Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 07:16.
Today is the 13rd Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 14th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
There is a Kruk Pride (Town) here (press '' or right click to use).
Today is the 15th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
There is an exit to the worldmap 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.
Butcher deactivates Grinding Shield.
Butcher deactivates Mow Down.
Butcher deactivates Tempest of Metal.
Butcher deactivates Overheat Saws.
