














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Ashes of Urh'Rok 1.7.0Official 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Embers of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 24 / 14% |
Size | medium |
Lifes / Deaths | Killed by sun-mage at level 9 on the 18th Retaking 124th year of Ascendancy at 17:11 / 54Killed by sun paladin recruit at level 10 on the 20th Retaking 124th year of Ascendancy at 15:51 Killed by sun paladin at level 10 on the 20th Retaking 124th year of Ascendancy at 22:53 Killed by Outpost Leader John at level 11 on the 21st Retaking 124th year of Ascendancy at 21:07 Killed by Outpost Leader John at level 11 on the 21st Retaking 124th year of Ascendancy at 22:41 Killed by Outpost Leader John at level 11 on the 21st Retaking 124th year of Ascendancy at 23:56 Killed by sunwall archer at level 11 on the 22nd Retaking 124th year of Ascendancy at 03:40 Killed by sun-mage recruit at level 11 on the 22nd Retaking 124th year of Ascendancy at 04:50 Killed by sun paladin at level 12 on the 22nd Retaking 124th year of Ascendancy at 18:10 Killed by sun paladin recruit at level 12 on the 23rd Retaking 124th year of Ascendancy at 10:29 Killed by devourer at level 13 on the 36th Retaking 124th year of Ascendancy at 02:28 Killed by multi-hued drake hatchling at level 14 on the 36th Retaking 124th year of Ascendancy at 18:18 Killed by multi-hued drake hatchling at level 14 on the 36th Retaking 124th year of Ascendancy at 19:58 Killed by multi-hued drake hatchling at level 14 on the 36th Retaking 124th year of Ascendancy at 21:11 Killed by Gunsnake at level 14 on the 37th Retaking 124th year of Ascendancy at 05:28 Killed by large brown snake at level 14 on the 37th Retaking 124th year of Ascendancy at 07:56 Killed by Gunsnake at level 14 on the 37th Retaking 124th year of Ascendancy at 09:02 Killed by Gunsnake at level 15 on the 37th Retaking 124th year of Ascendancy at 13:23 Killed by fire drake hatchling at level 15 on the 37th Retaking 124th year of Ascendancy at 14:38 Killed by Gunsnake at level 15 on the 37th Retaking 124th year of Ascendancy at 16:15 Killed by bloated horror at level 15 on the 37th Retaking 124th year of Ascendancy at 20:31 Killed by Gunsnake at level 15 on the 37th Retaking 124th year of Ascendancy at 23:01 Killed by devourer at level 15 on the 38th Retaking 124th year of Ascendancy at 06:57 Killed by devourer at level 15 on the 38th Retaking 124th year of Ascendancy at 08:20 Killed by fire drake hatchling at level 15 on the 38th Retaking 124th year of Ascendancy at 23:52 Killed by mass of parasitic leeches at level 16 on the 39th Retaking 124th year of Ascendancy at 23:12 Killed by devourer at level 16 on the 41st Retaking 124th year of Ascendancy at 10:14 Killed by Mindwall at level 17 on the 6th Pain 124th year of Ascendancy at 22:31 Killed by Mindwall at level 17 on the 6th Pain 124th year of Ascendancy at 23:59 Killed by orc grand summoner (subdued) at level 20 on the 7th Pain 124th year of Ascendancy at 13:45 Killed by Glorida the orc summoner (subdued) at level 20 on the 7th Pain 124th year of Ascendancy at 15:20 Killed by Glorida the orc summoner (subdued) at level 20 on the 7th Pain 124th year of Ascendancy at 16:31 Killed by Glorida the orc summoner (subdued) at level 20 on the 7th Pain 124th year of Ascendancy at 18:31 Killed by orc corruptor (subdued) at level 20 on the 8th Pain 124th year of Ascendancy at 13:30 Killed by ritch flamespitter at level 21 on the 8th Pain 124th year of Ascendancy at 15:06 Killed by ogre rune-spinner at level 21 on the 8th Pain 124th year of Ascendancy at 16:16 Killed by ritch flamespitter at level 21 on the 8th Pain 124th year of Ascendancy at 17:30 Killed by armoured skeleton warrior at level 21 on the 8th Pain 124th year of Ascendancy at 23:50 Killed by armoured skeleton warrior at level 21 on the 9th Pain 124th year of Ascendancy at 01:35 Killed by armoured skeleton warrior at level 21 on the 9th Pain 124th year of Ascendancy at 02:45 Killed by ghast at level 21 on the 9th Pain 124th year of Ascendancy at 07:12 Killed by Lashing Tentacle at level 21 on the 9th Pain 124th year of Ascendancy at 19:27 Killed by orc necromancer (subdued) at level 21 on the 9th Pain 124th year of Ascendancy at 20:26 Killed by Yvelaith the orc pyromancer (subdued) at level 23 on the 11st Pain 124th year of Ascendancy at 22:44 Killed by orc high cryomancer (subdued) at level 23 on the 12nd Pain 124th year of Ascendancy at 00:19 Killed by orc high pyromancer (subdued) at level 23 on the 12nd Pain 124th year of Ascendancy at 04:58 Killed by orc high pyromancer (subdued) at level 23 on the 12nd Pain 124th year of Ascendancy at 06:30 Killed by orc high pyromancer (subdued) at level 23 on the 12nd Pain 124th year of Ascendancy at 07:20 Killed by orc high cryomancer (subdued) at level 23 on the 12nd Pain 124th year of Ascendancy at 08:46 Killed by orc high pyromancer (subdued) at level 23 on the 12nd Pain 124th year of Ascendancy at 10:00 Killed by orc pyromancer (subdued) at level 23 on the 12nd Pain 124th year of Ascendancy at 11:06 Killed by orc pyromancer (subdued) at level 23 on the 13rd Pain 124th year of Ascendancy at 00:05 Killed by orc high pyromancer (subdued) at level 23 on the 13rd Pain 124th year of Ascendancy at 01:36 Killed by orc high pyromancer (subdued) at level 23 on the 13rd Pain 124th year of Ascendancy at 13:46 |
Primary Stats
Strength | 71 (base 54) |
Dexterity | 24 (base 10) |
Constitution | 53 (base 44) |
Magic | 9 (base 10) |
Willpower | 11 (base 10) |
Cunning | 23 (base 13) |
Resources
Life | 755/772 |
Steam | 100/100 |
Healing Factor | 1.2945784192899 |
Regeneration | 0.32364460482248 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 87 |
Accuracy | 53 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 53 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Lightning | +12% |
Light | +19% |
Mind | +6% |
Darkness | +3% |
Arcane | +6% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +64% |
Temporal | +24% |
Blight | +24% |
Arcane | +19% |
Cold | +39% |
All | +14% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 26 |
Physical Save | 36 |
Spell Save | 12 |
Mental Save | 11 |
Defense: Resistances
Lightning | + 42%( 70%) |
Fire | + 22%( 70%) |
Temporal | + 21%( 70%) |
Nature | + 32%( 70%) |
Physical | + 28%( 70%) |
Cold | + 32%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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: 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%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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 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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the 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 |
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. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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 | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal Talent granted: +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+5 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances penetration: +25% lightning / +25% cold Changes damage: +9% light Light radius: +2 A hat made of leather. Very stylish. |
On hands | ![]() Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Talent granted: +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Defense: +11 (+5 eff.) Changes stats: +2 Cun Changes resistances: +20% nature Changes damage: +10% nature Blindness immunity: +20% Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 10% Changes stats: +5 Dex / +4 Cun / +3 Con Changes resistances: +24% lightning Changes resistances penetration: +5% arcane Changes damage: +12% lightning / +6% arcane / +3% darkness Physical save: +6 (+3 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 Activation costs 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 | ![]() 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 (+4 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? |
In main hand | ![]() Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.0 - 28.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +52 Damage (radius 1) on hit: +12 fire Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 4 mind / 6 blight Changes stats: +3 Cun Changes resistances penetration: +10% blight Changes damage: +6% mind Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +8% fire / +10% cold Changes resistances penetration: +25% lightning / +10% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +53 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +2 Str / +6 Dex Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 9.24 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 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: 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. |
![]() 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 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 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) 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 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning 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 / 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 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) Activation costs 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. |
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 120] simple healing salve [power 120]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 120 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() 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 Activation costs 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. |
Achievements
By Beithel the Orc Sawbutcher level 11
22nd Retaking 124th year of Ascendancy at 01:14 see stats
By Beithel the Orc Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 18:11 see stats
By Beithel the Orc Sawbutcher level 20
7th Pain 124th year of Ascendancy at 09:00 see stats
By Beithel the Orc Sawbutcher level 23
13rd Pain 124th year of Ascendancy at 18:27 see stats
By Beithel the Orc Sawbutcher level 10
20th Retaking 124th year of Ascendancy at 10:57 see stats
By Beithel the Orc Sawbutcher level 23
11st Pain 124th year of Ascendancy at 21:20 see stats
Log
There is a way to the Vor section here (press '' or right click to use).
You feel very confident walking into this place.
Resting starts...
Talent Block is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
There is a way to the Rak'Shor section here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
There is a way back here (press '' or right click to use).
There is a Entrance to the Pride's Internment Camp here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Beithel deactivates Overheat Saws.
Beithel activates Overheat Saws.
Today is the 14th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:55.
There is a Entrance to the Pride's Internment Camp 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 00:18.
Connection to online server lost, trying to reconnect.
Talent Goresplosion is ready to use.
Today is the 16th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 09:53.
Today is the 17th Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.