Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| 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:
Items Vault 1.5.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 33 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by minotaur at level 15 on the 48th Retaking 124th year of Ascendancy at 15:38 0 / 7Killed by Star Gazer at level 26 on the 52nd Revenge 124th year of Ascendancy at 17:59 Killed by Nerai the human at level 26 on the 52nd Revenge 124th year of Ascendancy at 22:25 Killed by Azien the shalore at level 28 on the 8th Pain 124th year of Ascendancy at 06:00 Killed by Azien the shalore at level 28 on the 8th Pain 124th year of Ascendancy at 07:08 Killed by Isedhemina the Guardian at level 33 on the 17th Dearth 124th year of Ascendancy at 23:52 Killed by Lhazel the shalore at level 33 on the 38th Dearth 124th year of Ascendancy at 11:59 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 73 (base 60) |
| Constitution | 20 (base 15) |
| Magic | 9 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 73 (base 60) |
Resources
| Life | -43/752 |
| Healing Factor | 1.5189473684211 |
| Regeneration | 12.22752631579 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +102% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 45 |
| Crit Chance | 34% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 45 |
| Crit Chance | 34% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 11 (49.309173272933%) |
| Defense | 46 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 8 |
| Mental Save | 36 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 98% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 25% |
| Silence Resistance | 26% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 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 164% efficiency and cooldown mod of 73%. 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 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 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.40 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Evasive Shots |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| detrimental effect | The target is on fire, taking 38.00 fire damage per turn. Burning |
| beneficial effect | Increases defense by 18. Mobile Defense |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
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 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. * 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. | 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. * 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 | undeterred pair of hardened leather boots of uncanny dodging (4 def, 3 armour) undeterred pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +3% Talent granted: +2 Rocket Boots Silence immunity: +26% Confusion immunity: +32% Stun/Freeze immunity: +21% A pair of boots made of leather. |
| Quiver | hateful pouch of dwarven-steel shots of amnesia (17/19, 30.5-36.6 power, 3 apr) hateful pouch of dwarven-steel shots of amnesia (17/19, 30.5-36.6 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +10 darkness Damage against: +10% Living When wielded/worn: Talent granted: +2 Corrosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-4 eff.) Defense: -10 (-3 eff.) Changes stats: +2 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +3 (+2 eff.) Confusion immunity: +100% Spellpower: -10 (+0 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. |
| On hands | Galibar the hardened leather gloves (0 def, 2 armour) Galibar the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 fire Damage when hit (Melee): 8 mind Changes stats: +7 Cun Changes resistances: +6% fire Changes damage: +5% fire Talent granted: +2 Viral Needlegun Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Gloomobsidian [power 33] (30 cooldown) Gloomobsidian [power 33] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +3% darkness / +6% acid Maximum wards: +1 physical / +3 mind / +3 darkness Changes damage: +6% acid / +9% darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 33), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's steel ring of clarity treant's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature / +7% blight Mental save: +7 (+4 eff.) Poison immunity: +12% Disease immunity: +12% Confusion immunity: +23% Rings can have magical properties. |
| On fingers | treant's gold ring of perseverance treant's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +9% blight Poison immunity: +13% Disease immunity: +13% Stun/Freeze immunity: +27% Life regen: +1.00 Rings can have magical properties. |
| Around neck | wanderer's steel amulet of dexterity (+9) wanderer's steel amulet of dexterity (+9)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +9 Dex / +3 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | penetrating dwarven-steel steamgun of recursion penetrating dwarven-steel steamgun of recursion Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * splashes acid on your target dealing 37 damage and reducing their armor Travel speed: +600% Damage conversion: 37% temporal Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +11% physical Damage Shield penetration: +24% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Belynor Belynor Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% cold / +13% fire / +12% mind / +6% light Talent granted: +2 Thunder Grenade Mental save: +10 (+5 eff.) Disease immunity: +5% A belt that goes around your waist. |
| In off hand | blazebringer's dwarven-steel steamgun of true shot blazebringer's dwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +8.0% Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +10 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +10.0% Changes resistances penetration: +8% fire Global speed: +2% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Pressurizer (8 def, 0 armour) Pressurizer (8 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +3 Dex Changes resistances: +30% lightning / +0% fire / +0% light Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Stun/Freeze immunity: +50% Steampower: +10 (+4 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
| Main armor | troll-hide hardened leather armour of Eyal (3 def, 6 armour) troll-hide hardened leather armour of Eyal (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +20% acid Life regen: +6.30 Maximum life: +81.00 Healing mod.: +34% A suit of armour made of leather. |
Inventory
steam generator implant (steam 8) steam generator implant (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the sneak (693% speed; 6 turns) movement infusion of the sneak (693% speed; 6 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 693% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
phase door rune of the titan (range 7; power 30; dur 4) phase door rune of the titan (range 7; power 30; dur 4)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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Constitution 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. |
Sunstone SunstonePowered 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 (+3 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? |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+7 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. psionicist's stralite ring of miserypsionicist's stralite ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +4 Cun / +6 Wil Mental save: +12 (+5 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel battleaxe of vileness (30-45 power, 2 apr)balanced dwarven-steel battleaxe of vileness (30-45 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +16 blight When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +14 (+5 eff.) Disarm immunity: +39% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic stralite dagger of evisceration (31-40.3 power, 9 apr)acidic stralite dagger of evisceration (31-40.3 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid * wounds the target for 7 turns: 5 bleeding, 27% reduced healing Damage (Melee): +8 acid When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel dagger of massacre (26-33.8 power, 7 apr)hateful dwarven-steel dagger of massacre (26-33.8 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 26.0 - 33.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +8% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. earthen elven-wood starstaff of might (25-30 power, 5 apr, temporal element)earthen elven-wood starstaff of might (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +6% Changes damage: +25% temporal Talent granted: +1 Command Staff Physical save: +4 (+4 eff.) Spellpower: +12 (+11 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element)magelord's elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Armour: +8 Defense: +8 (+3 eff.) Damage (Melee): 27 arcane Maximum wards: +3 lightning Changes damage: +25% lightning Talents granted: +1 Command Staff +1 Ward Maximum mana: +48.00 Spellpower: +19 (+18 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite waraxe of massacre (42.5-59.5 power, 5 apr)plaguebringer's stralite waraxe of massacre (42.5-59.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 9% chance to disease Damage (Melee): +6 blight When wielded/worn: Disease immunity: +17% One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of the mountain (+15%) (5 def, 0 armour)focusing elven-silk robe of the mountain (+15%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Wil / +6 Mag Changes resistances: +15% physical Changes damage: +15% physical Mana each turn: +0.12 Psi each turn: +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour) Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)Requires: - Strength 16 Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Dex Reduces opponents crit chance: 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level. nimble reinforced leather armour of command (18 def, 14 armour)nimble reinforced leather armour of command (18 def, 14 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +18 (+6 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun / +5 Dex Mental save: +12 (+5 eff.) Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant reinforced leather armour of lightning resistance (4 def, 7 armour)radiant reinforced leather armour of lightning resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +17% blight / +10% darkness / +18% lightning Light radius: +1 A suit of armour made of leather. |
6 onyx 6 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. |
66 aquamarine 66 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. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
76 opal 76 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. |
67 topaz 67 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of endurance (dig speed 29 turns)dwarven-steel pickaxe of endurance (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +6 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
10 garnet 10 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 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. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 135] simple healing salve [power 135]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 135, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Stralite Sand Shredder Stralite Sand ShredderPowered 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. |
84 amethyst 84 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 Latent Damage Type: Light 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. |
citrine 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. |
zircon zircon0.00 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
A Fistful of Gold
Buy an item from an AAA.By Zanodir the Orc Gunslinger level 9
19th Retaking 124th year of Ascendancy at 11:59 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Zanodir the Orc Gunslinger level 12
35th Retaking 124th year of Ascendancy at 21:34 see stats
Exterminator
Killed 1000 creatures.By Zanodir the Orc Gunslinger level 27
4th Pain 124th year of Ascendancy at 15:32 see stats
Level 10
Got a character to level 10.By Zanodir the Orc Gunslinger level 10
25th Retaking 124th year of Ascendancy at 15:59 see stats
Level 20
Got a character to level 20.By Zanodir the Orc Gunslinger level 20
52nd Retaking 124th year of Ascendancy at 11:15 see stats
Level 30
Got a character to level 30.By Zanodir the Orc Gunslinger level 30
5th Dearth 124th year of Ascendancy at 12:35 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Zanodir the Orc Gunslinger level 32
8th Dearth 124th year of Ascendancy at 07:09 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Zanodir the Orc Gunslinger level 17
51st Retaking 124th year of Ascendancy at 03:42 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Zanodir the Orc Gunslinger level 33
19th Dearth 124th year of Ascendancy at 09:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zanodir the Orc Gunslinger level 24
36th Revenge 124th year of Ascendancy at 11:03 see stats
Log
Burning from Skeleton mage hits Zanodir for (23 resist armour), 0 fire (0 total damage).
Skeleton mage uses Bone Armour.
A shield forms around skeleton mage.
Zanodir is recovering from the damage!
Something hits Zanodir for (25 resist armour), 88 arcane (88 total damage).
Zanodir is no longer inspired.
Zanodir receives 33 healing.
Burning from Skeleton mage hits Zanodir for (23 resist armour), 0 fire (0 total damage).
Zanodir uses Static Shot.
Target out of range. Hold to force all weapons to fire at targets out of ranges (8 - 9).
Zanodir's Static Shot performs a ranged critical strike against Lhazel the shalore!
Lhazel the shalore resists!
Zanodir's Static Shot performs a ranged critical strike against Lhazel the shalore!
Lhazel the shalore is corroded.
Zanodir's Static Shot performs a ranged critical strike against Skeleton mage!
Skeleton mage has temporarily forgotten Flame!
Zanodir's Static Shot performs a ranged critical strike against Lhazel the shalore!
Zanodir's Static Shot hits Skeleton mage for (68 absorbed), 21 lightning, (8 absorbed), 3 darkness, (8 absorbed), 3 fire (27 total damage).
Zanodir's Static Shot hits Lhazel the shalore for 188 lightning, 8 darkness, 10 fire, 181 lightning, 8 darkness, 10 fire (404 total damage).
Zanodir's Static Shot hits Skeleton mage for (54 absorbed), 17 temporal, (60 absorbed), 19 lightning, (8 absorbed), 3 darkness (39 total damage).
Zanodir's Static Shot hits Lhazel the shalore for 51 temporal, 75 lightning, 8 darkness, 40 acid, 86 temporal, 126 lightning, 8 darkness (394 total damage).
Skeleton mage casts Flame.
Skeleton mage misses Zanodir.
Evasive Shots fires a retaliatory shot at Skeleton mage!
Skeleton mage hits Zanodir for (25 resist armour), 49 fire (49 total damage).
Lhazel the shalore casts Invoke Darkness.
Lhazel the shalore's spell attains critical power!
Saving game...
