


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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! 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 37 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Vorann the ritch hunter at level 16 on the 1st Revenge 124th year of Ascendancy at 22:50 0 / 8Killed by Orarn the human at level 16 on the 12nd Revenge 124th year of Ascendancy at 22:22 Killed by Xeroldann the basaligator at level 17 on the 17th Revenge 124th year of Ascendancy at 17:52 Killed by Emitira the hornet swarm at level 27 on the 42nd Pain 124th year of Ascendancy at 08:11 Killed by Arelaith the blade horror at level 28 on the 44th Pain 124th year of Ascendancy at 23:41 Killed by Idenhie the shalore at level 29 on the 10th Dearth 124th year of Ascendancy at 21:35 Killed by sun-mage at level 36 on the 22nd Loss 124th year of Ascendancy at 23:29 Killed by Elymina the undead drake at level 37 on the 35th Loss 124th year of Ascendancy at 22:26 |
Primary Stats
| Strength | 50 (base 52) |
| Dexterity | 4 (base 22) |
| Constitution | 8 (base 22) |
| Magic | 4 (base 10) |
| Willpower | 7 (base 22) |
| Cunning | 56 (base 52) |
Resources
| Life | -476/1016 |
| Steam | 100/100 |
| Healing Factor | 1.0071460674157 |
| Regeneration | 10.625391011236 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +78.525641025641% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 15 |
| See Stealth | 35 |
| See Invisible | 43 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 30 |
| Crit Chance | 24% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 30 |
| Crit Chance | 25% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Lightning | +5% |
| Darkness | +20% |
| Cold | +4% |
| Physical | +31% |
| Fire | +30% |
| All | 0% |
Offense: Damage Penetration
| Physical | +29% |
| Fire | +29% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 24.840130909268 (63.103448275862%) |
| Defense | 20 |
| Ranged Defense | 25 |
| Fatigue | 43 |
| Physical Save | 28 |
| Spell Save | 12 |
| Mental Save | 28 |
Defense: Resistances
| Blight | -13%( 70%) |
| Physical | + 4%( 70%) |
| Cold | -12%( 70%) |
| All | -20%( 70%) |
| Darkness | -24%( 70%) |
| Light | + 12%( 70%) |
| Lightning | -6%( 70%) |
| Mind | -2%( 70%) |
| Fire | + 33%( 70%) |
| Nature | -13%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 10% |
| Poison Resistance | 100% |
| Disarm Resistance | 60% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 28% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/5)
| 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 10.2 steam per turn. Can be activated for an instant burst of 51 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 119% efficiency and cooldown mod of 54%. 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 109% efficiency and cooldown mod of 52%. Its effects scale with your Magic 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 8.2 steam per turn. Can be activated for an instant burst of 41 steam. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.63 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Race / Whitehooves | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Chant of Fortress |
| talent | Grinding Shield |
| detrimental effect | The target has been dominated. It is unable to move and has lost 9 armor and 13 defense. Attacks from Nightmare horror gain 37% damage penetration. Dominated |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Movement speed is reduced by 50%. Slow movement |
| detrimental effect | The target is lost in a nightmare that deals 23.13 mind damage each turn and has a 28% chance to cause a random detrimental effect. Waking Nightmare |
| detrimental effect | The target is doomed to ruin. On falling below 75%, 50% or 25% life all enemies in radius 0 will take 66 darkness damage Prophecy of Ruin |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 42%. Nihil |
| detrimental effect | The target has been crushed, pinning it and reducing defense and armour by 17. Iron Grip |
| detrimental effect | The target is plagued by inner demons and each turn there's a 16% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
| detrimental effect | The target's lite radius has been reduced by 3, and its darkness resistance by 20%. Abyssal Shroud |
| detrimental effect | Reduces global action speed by 27%. Slow |
| beneficial effect | The target is wide awake and has 50% resistance to sleep effects. Insomnia |
| detrimental effect | Damage reduced by 33%. To The Arms |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is on fire, taking 62.67 fire damage per turn. Burning |
| detrimental effect | The target is blinded, unable to see anything and takes 74.27 darkness damage per turn. Bane of Blindness |
| beneficial effect | You have 5 charges. Molten Point |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. Atrophy |
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 |
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 | insulating pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes resistances: +7% cold / +7% fire Physical save: +6 (+3 eff.) Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | flaming pouch of steel shots of daylight (20/20, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Damage (Ranged): +6 light Burst (radius 1) on hit: +10 fire Damage against: +7% Undead When wielded/worn: Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Light of Revelation Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +20% darkness Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +3 Infravision radius: +8 See stealth: +35 See invisible: +43 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Visage of Nektosh (4 def, 8 armour) Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +14 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Mental save: +15 (+8 eff.) Spellpower: +10 (+6 eff.) Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
| On hands | Camihell (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+7 eff.) Physical crit. chance: +4.0% Armour: +2 Changes stats: +3 Cun / +3 Str Changes resistances: +6% darkness Talent granted: +1 Iron Grip Disarm immunity: +60% Life regen: +0.80 Only die when reaching: -60.00 life Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Getitar (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Str Changes resistances: +15% mind / +6% blight Changes damage: +6% acid Confusion immunity: +10% Stun/Freeze immunity: +5% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist's steel ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 23 light Changes stats: +6 Cun / +4 Wil Mindpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | XanudhekiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +4 Changes damage: +6% physical Critical mult.: +6.00% Stun/Freeze immunity: +23% Life regen: +2.30 Infravision radius: +3 Rings can have magical properties. |
| Around neck | archmage's stralite amulet of perfection (0.33 Steamtech / Battlefield management,0.33 Steamtech / Engineering)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes damage: +6% acid / +5% fire / +5% lightning / +4% cold Talent masteries: +0.33 Steamtech / Engineering +0.33 Steamtech / Battlefield management Spellpower: +4 (+3 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
| In main hand | Eilinurin the Earthidol (20.5-30.75 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +54 On weapon hit: * 30 arcane resource burn * chills your foe dealing 27 damage and slowing them by one tenth of a turn Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +12% physical / +6% nature / +12% light Changes resistances penetration: +5% nature Talent granted: +2 Block Spell save: +9 (+8 eff.) 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 | noble's hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Defense: +8 (+4 eff.) Fatigue: +0% Reduced damage from: +20% Summoned Critical mult.: +8.00% Maximum encumbrance: +0 Slows Projectiles: +20% A belt that goes around your waist. |
| In off hand | crackling stralite steamsaw of erosion (29.5-44.25 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 29.5 - 44.3 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +69 On weapon hit: * chills your foe dealing 23 damage and slowing them by one tenth of a turn Damage (Melee): +9 nature / +10 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Effects when hit in melee: * 12% chance to daze at end of turn Changes stats: +3 Dex Changes resistances: +12% lightning 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 | cashmere cloak of fog (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +15% light / +12% fire Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable stralite mail armour of fire resistance (4 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +19% fire Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level.Belubeth (47-65.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 100% Str Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +18 lightning When wielded/worn: Changes damage: +9% mind Grants telepathy: Humanoid/Orc Critical mult.: +25.00% Mental save: +6 (+3 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +2% Blunt and deadly. |
acidic stralite waraxe of evisceration (31.5-44.1 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Damage (Melee): +10 acid When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) One-handed war axes. |
flaming stralite waraxe of ruin (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Critical mult.: +15.00% One-handed war axes. |
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 (-3 eff.) Defense: -10 (-10 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-4 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. |
This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +6 Cun / +5 Wil Mental save: +13 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of delving (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +7 Str Changes resistances: +14% physical / +27% darkness / +14% light Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
148 alchemist agate0.00 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. |
5 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. |
9 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. |
3 lapis lazuli0.00 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 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
2 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. |
2 topaz0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 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. |
jade0.00 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
turquoise0.00 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. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
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. |
2 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)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 251] great healing salve [power 251]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 251, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
5 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. |
2 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. |
amber0.00 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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
6 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 Dead Saw the Whitehoof Sawbutcher level 5
15th Retaking 124th year of Ascendancy at 07:10 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Dead Saw the Whitehoof Sawbutcher level 10
34th Retaking 124th year of Ascendancy at 14:38 see stats
Exterminator
Killed 1000 creatures.By Dead Saw the Whitehoof Sawbutcher level 27
42nd Pain 124th year of Ascendancy at 20:53 see stats
For a Few Gold More
Completely deplete an AAA's stock.By Dead Saw the Whitehoof Sawbutcher level 34
51st Dearth 124th year of Ascendancy at 23:28 see stats
Level 10
Got a character to level 10.By Dead Saw the Whitehoof Sawbutcher level 10
33rd Retaking 124th year of Ascendancy at 06:38 see stats
Level 20
Got a character to level 20.By Dead Saw the Whitehoof Sawbutcher level 20
40th Revenge 124th year of Ascendancy at 22:02 see stats
Level 30
Got a character to level 30.By Dead Saw the Whitehoof Sawbutcher level 30
12nd Dearth 124th year of Ascendancy at 00:51 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Dead Saw the Whitehoof Sawbutcher level 32
12nd Dearth 124th year of Ascendancy at 21:55 see stats
Size matters
Did over 600 damage in one attack.By Dead Saw the Whitehoof Sawbutcher level 34
10th Loss 124th year of Ascendancy at 19:14 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Dead Saw the Whitehoof Sawbutcher level 31
12nd Dearth 124th year of Ascendancy at 04:15 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Dead Saw the Whitehoof Sawbutcher level 16
1st Revenge 124th year of Ascendancy at 21:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dead Saw the Whitehoof Sawbutcher level 24
45th Revenge 124th year of Ascendancy at 14:36 see stats
Log
You are unable to move!
Dead Saw misses Something.
Dead Saw misses Something.
Something performs a melee critical strike against Dead Saw!
Dead Saw loses sight!
Dead Saw is suffering and fails to concentrate on dealing damage.
Waking Nightmare from Nightmare horror hits Dead Saw for (1 resist armour), 0 darkness (0 total damage).
Something hits Dead Saw for (1 resist armour), 111 physical, 0 arcane, (1 resist armour), 0 fire, (1 resist armour), 0 light, (1 resist armour), 6 physical, (1 resist armour), 7 cold (124 total damage).
Burning from Dead Saw's Inner Demon hits Dead Saw for (1 resist armour), 2 fire (2 total damage).
Tempest of Metal hits Dead Saw for (1 resist armour), 19 physical, 0 arcane, (1 resist armour), 0 fire, (1 resist armour), 0 light, (1 resist armour), 6 physical, (1 resist armour), 9 physical, (1 resist armour), 0 nature, (1 resist armour), 0 temporal, (1 resist armour), 0 fire, (1 resist armour), 0 light, (1 resist armour), 6 physical, (1 resist armour), 0 cold (41 total damage).
Bane of Blindness from Elymina the undead drake hits Dead Saw for (1 resist armour), 0 darkness (0 total damage).
Dead Saw receives 26 healing.
Something hits Dead Saw for (1 resist armour), 0 physical (0 total damage).
Dead Saw is lost in a nightmare.
Something hits Dead Saw for (1 resist armour), 6 darkness (6 total damage).
Dead Saw is suffering from insomnia.
Dead Saw overcomes the gloom
Dead Saw is not stunned anymore.
Tempest of Metal performs a melee critical strike against Dead Saw!
Dead Saw slows down.
Dead Saw has finished recovering.
Waking Nightmare from Nightmare horror hits Dead Saw for (1 resist armour), 10 darkness (10 total damage).
Nightmare from Nightmare horror hits Dead Saw for (1 resist armour), 17 darkness (17 total damage).
Something hits Dead Saw for 58 physical, 0 arcane, 0 fire, 0 light, 7 physical, 1 cold, 0 physical, 0 nature, 0 temporal, 0 fire, 0 light, 0 physical (66 total damage).
Burning from Dead Saw's Inner Demon hits Dead Saw for (1 resist armour), 7 fire (7 total damage).
Tempest of Metal hits Dead Saw for 28 physical, 0 arcane, 0 fire, 0 light, 7 physical, 11 physical, 0 nature, 0 temporal, 0 fire, 0 light, 0 physical, 0 cold (45 total damage).
Bane of Blindness from Elymina the undead drake hits Dead Saw for (1 resist armour), 107 darkness (107 total damage).
Dead Saw receives 26 healing.
Dead Saw is free from the nightmare.
Saving game...
























































































