
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Semi-Roguelike Mode 1.2.0Adds new "Semi-Roguelike" permadeath modes that give extra lives later in the game than Adventure mode, and a new achievement "Honorary Roguelike Win" for winning the game in a Semi-Roguelike (or Adventure) mode without dying. The new permadeath modes give extra lives on completion of certain game events, as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official 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 Semi-Roguelike (szechuan) |
Sex | Male |
Race | Orc |
Class | Psyshot |
Level / Exp | 11 / 44% |
Size | medium |
Lifes / Deaths | Killed by anorithil at level 11 on the 36th Retaking 124th year of Ascendancy at 05:27 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 28 (base 25) |
Constitution | 11 (base 10) |
Magic | 9 (base 10) |
Willpower | 25 (base 24) |
Cunning | 24 (base 23) |
Resources
Life | -7/233 |
Psi | 72/105 |
Steam | 87/100 |
Healing Factor | 1.0082872928177 |
Regeneration | 3.2769337016575 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 6 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 18 |
Accuracy | 34 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 33 |
Crit Chance | 7% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
All | +11% |
Nature | +13% |
Offense: Damage Penetration
Physical | +9% |
Defense: Base
Armour (hardiness) | 12 (49.309173272933%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 11 |
Mental Save | 17 |
Defense: Resistances
Blight | + 23%( 70%) |
Cold | + 32%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 33 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 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%. |
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 5.4 steam per turn. Can be activated for an instant burst of 27 steam. |
Class Talents
Steamtech / Thoughts of iron | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Gestalt |
talent | Molten Iron Blood |
beneficial effect | The target enters a destructive fury, increasing all damage done by 11%. Orcish Fury |
Quests
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 Yetis | 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 |
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 |
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. | active |
Equipment
On feet | ![]() miner's pair of rough leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Talents granted: +1.00(-) Rocket Boots Infravision radius: +1 (-) A pair of boots made of leather. |
Quiver | ![]() pouch of steel shots (17/18, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +4.5% (-) Capacity: 18 (-) Shots are used with slings to pummel your foes to death. |
On hands | ![]() restful rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Talents granted: +2.00(-) Flash Powder Life regen: +3.00 (-) Stamina each turn: +0.50 (-) Maximum stamina: +12.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() rough leather hat of strength (+4) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-) Fatigue: +1% (-) Changes stats: +4(-) Str Silence immunity: +0% (-) Infravision radius: +5 (-) Sight radius: +1 (-) See stealth: +5 (-) See invisible: +5 (-) A hat made of leather. Very stylish. |
Tool | ![]() elm totem of healing [power 66] (15/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heals yourself and all friendly characters within 10 spaces for 66 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Main armor | ![]() cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +6 (+3 eff.) (-) Fatigue: +7% (-) A suit of armour made of leather. |
Light source | ![]() bright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 (-) 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. |
In off hand | ![]() nature's mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+3.0 - +3.3) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+3) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +0(-2) Dex Changes resistances: +3% blight Changes resistances penetration: +0%(-9%) physical Changes damage: +2% nature / +0%(-8%) physical Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Cloak | ![]() Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+4 eff.) (-) Armour: +2 (-) Defense: +9 (+4 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+8 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
In main hand | ![]() ranger's steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Attack speed: 100% (-) Firing range: +8 (-) Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Changes stats: +2(-) Dex Changes resistances penetration: +9%(-) physical Changes damage: +8%(-) physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 119 damage for 3 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of daylight (21.5-32.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3(+21.5 - +32.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-7) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Damage (Melee): +12 light Damage against: +7% Undead Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +7 (+4 eff.) Changes stats: +0(-2) Dex Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-8%) physical Disarm immunity: +31% Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. steel battleaxe (20.5-30.75 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8(+20.5 - +30.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-7) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +0(-2) Dex Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-8%) physical Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. steel mace (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6(+14.0 - +19.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-6) Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-8) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +0(-2) Dex Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-8%) physical Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. balanced steel steamsaw of massacre (21-31.5 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 21.0 - 31.5(+21.0 - +31.5) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-1) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +22 Firing range: +0 (-8) Travel speed: +0% (-600%) Attacks use: 1.0(-1.0) Steam When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +3 Defense: +9 (+4 eff.) Fatigue: +6% Changes stats: +0(-2) Dex Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-8%) physical Talent granted: +1 Block Disarm immunity: +24% 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! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. crackling steel steamsaw (11.5-17.25 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 11.5 - 17.3(+11.5 - +17.3) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (-1) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +21 Firing range: +0 (-8) Travel speed: +0% (-600%) Attacks use: 1.0(-1.0) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 7 lightning Changes stats: +2(-) Dex Changes resistances: +11% lightning Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-8%) physical Talent granted: +1 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! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. mighty ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-9) Attack speed: 100% (-) Firing range: +7 (-1) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Physical power: +11 (+6 eff.) Changes stats: +3 Str / +0(-2) Dex Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-8%) physical Longbows are used to shoot arrows at your foes. |
![]() This item will automatically be transmogrified when you leave the level. steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Attack speed: 100% (-) Firing range: +7 (-1) Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Changes stats: +0(-2) Dex Changes resistances penetration: +0%(-9%) physical Changes damage: +0%(-8%) physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (-7%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (-7%) Changes resistances: +11% acid / +12% physical / +10% cold / +11% fire Changes damage: +8% acid / +8% physical / +7% cold / +6% fire Talent cooldown: Refit Golem (-2 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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: 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. |
![]() 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -4% Maximum encumbrance: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
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 118] simple healing salve [power 118]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 118 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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. |
![]() iron torque of psionic shield [power 25] (15/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() piercing steel torque of mindblast [power 147] (15/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 147 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() elm totem of summon tentacle [power 100] (15/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 103 Armor: 5 All Resist: 3 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
![]() overpowered elm wand of shielding [power 108] (15/28 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 108 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 28 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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! |
Achievements
By Galdon the Orc Psyshot level 10
29th Retaking 124th year of Ascendancy at 00:44 see stats
Log
Anorithil shrugs off the effect 'Wet'!
Galdon hits Anorithil for 83 fire damage.
Talent Orcish Fury is ready to use.
Galdon uses Orcish Fury.
Galdon enters a state of bloodlust.
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Galdon uses Boiling Shot.
A psionic shield forms around Galdon.
Galdon's Boiling Shot performs a ranged critical strike against Anorithil!
Melee retaliation hits Galdon for (10 absorbed), 0 light (0 total damage).
Galdon hits Anorithil for 25 nature damage.
Galdon's Boiling Shot hits Anorithil for 78 physical damage.
Anorithil casts Searing Light.
Your shield crumbles under the damage!
The psionic shield around Galdon crumbles.
Anorithil hits Galdon for (30 absorbed), 81 light (81 total damage).
Anorithil's light area effect hits Galdon for 55 light damage.
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Galdon receives 118 healing.
Anorithil casts Twilight Surge.
Anorithil hits Galdon for 34 light, 25 darkness (59 total damage).
Anorithil's light area effect hits Galdon for 55 light damage.
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Galdon activates his elm totem of healing!
Galdon receives 67 healing.
Anorithil casts Moonlight Ray.
Saving game...