

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 | Normal Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 46 / 4% |
Size | huge |
Lifes / Deaths | Killed by Zolin's Inner Demon at level 46 on the 28th Remembrance 125th year of Ascendancy at 06:14 / 1 |
Primary Stats
Strength | 175 (base 60) |
Dexterity | 25 (base 10) |
Constitution | 99 (base 60) |
Magic | 28 (base 10) |
Willpower | 13 (base 10) |
Cunning | 84 (base 54) |
Resources
Life | -399/1845 |
Steam | 100/100 |
Healing Factor | 1.640282527881 |
Regeneration | 31.411410408921 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2293278334473E-11% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -6 |
Infravision | 10 |
Offense: Mainhand
Damage | 210 |
Accuracy | 31 |
Crit Chance | 55% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 129 |
Accuracy | 31 |
Crit Chance | 56% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Physical | +47% |
Darkness | +17% |
Fire | +48% |
All | +8% |
Offense: Damage Penetration
Arcane | +15% |
Fire | +54% |
Physical | +47% |
Defense: Base
Armour (hardiness) | 77.08934837382 (81.030927835052%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 15 |
Mental Save | 34 |
Defense: Resistances
Arcane | + 18%( 70%) |
Fire | + 27%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Pinning Resistance | 38% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 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 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 202% efficiency and cooldown mod of 56%. 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 208% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Grinding Shield |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
detrimental effect | The target is on fire, taking 212.30 fire damage per turn. Burning |
detrimental effect | The target is lost in a nightmare that deals 30.98 mind damage each turn and has a 34% chance to cause a random detrimental effect. Waking Nightmare |
beneficial effect | The target is recovering 38 life each turn. Recovery |
detrimental effect | Damage reduced by 29%. To The Arms |
beneficial effect | You have 9 charges. Molten Point |
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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
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. * You have disposed of Kaltor, the loot is yours! | done |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +4 Con Physical save: +13 (+3 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Cun Maximum life: +65.00 Light radius: -6 Infravision radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +10% Changes stats: +6 Str / +9 Cun / +6 Con Changes resistances: +10% all Mental save: +13 (+6 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +13 Changes stats: +7 Str / +7 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +6 Con Life regen: +0.70 Maximum life: +45.00 Healing mod.: +12% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +7 Str / +4 Dex / +6 Mag / +6 Wil / +6 Con Changes resistances: +5% arcane / +9% fire Changes resistances penetration: +15% arcane Changes damage: +9% fire Spellpower: +9 (+5 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +3 Con Physical save: +8 (+2 eff.) Life regen: +1.60 Maximum life: +45.00 Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +39 Crit. chance: +20.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +17 (+6 eff.) Fatigue: +8% Talent masteries: +0.20 Steamtech / Sawmaiming +0.20 Steamtech / Battlefield management Talent granted: +2 Block 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..." |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances penetration: +18% physical Changes damage: +14% physical Trap disarming bonus: +11 Stealth bonus: +10 Infravision radius: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 54.0 - 81.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +41 Crit. chance: +21.0% Attack speed: 100% Block value: +100 On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 2) on crit: +8 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% fire Changes resistances penetration: +25% fire Changes damage: +9% darkness / +6% fire Talent granted: +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! |
Cloak | ![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +11 (+4 eff.) Changes stats: +7 Cun Physical save: +11 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 121 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +10 (+3 eff.) Fatigue: +20% Physical save: +11 (+2 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +15.40 Stamina each turn: +1.50 A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John, costing 80 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+7 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+10 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 65 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 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. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Disarm immunity: +0% Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 11 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 32 addition nature damage over 3 turns (damage based on Cunning), costing 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+7 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +4% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +0 (+0 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Mental save: +0 (+0 eff.) Spellpower: +0 (+0 eff.) Light radius: +0 Movement speed: +0% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+4 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+6 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+6 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +15% arcane Physical save: +7 (+1 eff.) Mental save: +8 (+4 eff.) Maximum life: +61.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +1% Light radius: +3 See stealth: +13 See invisible: +14 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
![]() 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 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. |
great healing salve [power 287] great healing salve [power 287]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. It can be used to heal 287, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+7 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+7 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zolin the Whitehoof Sawbutcher level 10
26th Retaking 124th year of Ascendancy at 03:59 see stats
By Zolin the Whitehoof Sawbutcher level 39
41st Destruction 124th year of Ascendancy at 17:54 see stats
By Zolin the Whitehoof Sawbutcher level 27
5th Pain 124th year of Ascendancy at 03:22 see stats
By Zolin the Whitehoof Sawbutcher level 10
25th Retaking 124th year of Ascendancy at 08:11 see stats
By Zolin the Whitehoof Sawbutcher level 20
19th Revenge 124th year of Ascendancy at 09:38 see stats
By Zolin the Whitehoof Sawbutcher level 30
52nd Dearth 124th year of Ascendancy at 03:18 see stats
By Zolin the Whitehoof Sawbutcher level 40
41st Destruction 124th year of Ascendancy at 19:46 see stats
By Zolin the Whitehoof Sawbutcher level 30
52nd Dearth 124th year of Ascendancy at 11:26 see stats
By Zolin the Whitehoof Sawbutcher level 42
9th Remembrance 125th year of Ascendancy at 16:54 see stats
By Zolin the Whitehoof Sawbutcher level 30
52nd Dearth 124th year of Ascendancy at 05:29 see stats
By Zolin the Whitehoof Sawbutcher level 35
24th Destruction 124th year of Ascendancy at 14:06 see stats
By Zolin the Whitehoof Sawbutcher level 40
41st Destruction 124th year of Ascendancy at 20:53 see stats
By Zolin the Whitehoof Sawbutcher level 20
19th Revenge 124th year of Ascendancy at 20:29 see stats
By Zolin the Whitehoof Sawbutcher level 45
28th Remembrance 125th year of Ascendancy at 04:28 see stats
By Zolin the Whitehoof Sawbutcher level 33
4th Destruction 124th year of Ascendancy at 03:48 see stats
Log
Zolin's Inner Demon hits Zolin for 760 physical, 0 fire (760 total damage).
Lava floor hits Nightmare horror for 16 fire damage.
Zolin's Cloak of Daggers lashes out, cutting Zolin's Inner Demon!
Zolin hits Zolin's Inner Demon for (12 resilience), 69 physical (69 total damage).
Lava floor burns Zolin!
Lava floor hits Zolin for 14 fire damage.
Zolin misses Zolin's Inner Demon.
Zolin misses Zolin's Inner Demon.
Talent Pain Enhancement System is ready to use.
Zolin's Inner Demon stops burning.
Zolin's Inner Demon stops burning.
Zolin's Inner Demon stops burning.
Waking Nightmare from Nightmare horror hits Zolin for 22 darkness damage.
Zolin's Inner Demon receives 40 healing.
Burning from Zolin's Inner Demon hits Zolin for 86 fire damage.
Zolin's Inner Demon receives 40 healing.
Zolin receives 62 healing.
Zolin's Inner Demon receives 40 healing.
Zolin's Inner Demon uses To The Arms.
Zolin's Inner Demon uses Furnace Vent.
Tempest of Metal misses Zolin.
Zolin's Inner Demon uses Furnace Vent.
Tempest of Metal misses Zolin.
Zolin's Inner Demon misses Zolin.
Zolin's Inner Demon misses Zolin.
Zolin's Inner Demon uses Furnace Vent.
Zolin's Inner Demon's tinker attains critical power!
Zolin's Inner Demon revels in the pain.
Saving game...