















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Annihilator |
| Level / Exp | 38 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 24 on the 28th Revenge 124th year of Ascendancy at 04:33 0 / 7Killed by Nektosh the One-Horned at level 29 on the 44th Revenge 124th year of Ascendancy at 00:34 Killed by Star Gazer at level 31 on the 14th Pain 124th year of Ascendancy at 05:23 Killed by Llile the human at level 38 on the 4th Dearth 124th year of Ascendancy at 12:38 Killed by Rodleran the human at level 38 on the 6th Dearth 124th year of Ascendancy at 11:25 Killed by High Sun Paladin Aeryn at level 38 on the 7th Dearth 124th year of Ascendancy at 16:17 Killed by High Sun Paladin Aeryn at level 38 on the 7th Dearth 124th year of Ascendancy at 18:01 |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 75 (base 60) |
| Constitution | 30 (base 10) |
| Magic | 24 (base 10) |
| Willpower | 64 (base 31) |
| Cunning | 122.4 (base 60) |
Resources
| Life | 821/821 |
| Steam | 115/115 |
| Healing Factor | 1.2711138715617 |
| Regeneration | 7.1775181339252 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 21 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 70 |
| Crit Chance | 59% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8.3333333333333 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +21% |
| Light | +10% |
| Fire | +10% |
| All | +0% |
Offense: Damage Penetration
| Nature | +21% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 43.623158894785 (77.262055219398%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 19 |
| Physical Save | 49 |
| Spell Save | 40 |
| Mental Save | 51 |
Defense: Resistances
| Fire | 50%( 70%) |
| Lightning | 21%( 70%) |
| Nature | 15%( 70%) |
| Darkness | 16%( 70%) |
| Cold | 30%( 70%) |
| Physical | 33%( 70%) |
| Mind | 21%( 70%) |
| All | 7%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 29% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 66 steam. |
| Implants | Effective talent level: 2.5 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 127% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 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 96% efficiency and cooldown mod of 67%. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Steamtech / Artillery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Steamtech / Blacksmith | 1.10 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Chemical Grenade |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 27% and triggers a radius 5 conal explosion dealing 45% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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 Erúan 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&{italic}{normal}LIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN039;Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | 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 |
The Grumpy Shopowner | active |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti&LIGHT_GREEN | 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 | Wanderer&0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 5.4 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | pouch of voratun shots of crippling (24/24, 56-67 power, 6 apr) 3.0 T5 shot ammo [Ego+] Master Power 56.0 - 67.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +16.0% Capacity 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Haryruidig the Duathelcutter1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +21% mind On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +15% mind +3% all Spell.save +8 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Visage of Nektosh (4 def, 8 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed Acc +4 (+1 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Light +4 Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. This object&FFD700LAST |
| On hands | Ragirim (0 def, 7 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Wil +7 Cun +5 Con ----- def ----- Armour +7 Fatigue +3% Resists +15% cold +6% nature +6% fire Spell.save +7 (+3 eff.) Disarm- +29% Pinning- +20% ---------- misc Talents +1 Sand Shredder Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +6 Cun ----- def ----- Defense +14 (+5 eff.) Phys.save +17 (+5 eff.) Spell.save +17 (+6 eff.) Mind.save +17 (+6 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as &039; and &039; |
| On fingers | sneakthief&0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +5 (+2 eff.) Rings make your fingers look great! |
| On fingers | conjurer&0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/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 | mage-hunter&4.0 T4 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Cun +3 Wil dps ---------- Phys.crit +9.0% Mind.pwr +9 (+3 eff.) Acc +10 (+3 eff.) On Hit (Ranged): * 5 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
| In off hand | acidic voratun shield of lightning resistance (+15%) (0 def, 12 armour, 74-89 power, 193.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 74.5 - 89.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 On Hit: * 27% chance to reduce armor by 14% While equipped: dps ---------- Melee+ 7 acid Melee Ret 2 acid ----- def ----- Armour +12 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | murderer&2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +4 Wil +6 Cun dps ---------- Mind.crit +6% Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour &039; (3 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Res.pen +10% nature Melee Ret 8 nature ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +12% Resists +18% fire +3% nature +6% physical Phys.save +15 (+5 eff.) Mind.save +12 (+4 eff.) A suit of armour made of mail. |
Inventory
heroism infusion of the sneak (die at -728; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -728 life. The duration and life will increase by 1% for every 1% life you have lost (currently 728 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 625%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 42%; magical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
cleansing stralite amulet of dexterity (+5)0.1 T4 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +5 Dex ----- def ----- Resists +14% nature +18% blight Poison- +20% Disease- +40% Amulets make your neck look great! |
mindweaver&0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Dex +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +12% Amulets make your neck look great! |
titan&0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +7 Con ----- def ----- Phys.save +14 (+4 eff.) Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
Talosis&4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It& |
stralite steamgun of enduring4.0 T4 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Con +9 Wil ----- def ----- Max.HP +26.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
spellcowled cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +14 (+5 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
alchemist&1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Melee+ 3 acid 3 fire 3 cold 3 lightning ----- def ----- Armour +1 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler&1.0 T4 hands armor [Ego+] Master While equipped: Stats +8 Str +3 Dex +3 Cun dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +3 Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% 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. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to &039; the mind of a wild yeti to make it able to be used as a weapon of war. |
insulating hardened leather cap of strength (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +6% fire +7% cold A cap made of leather. |
corrosive steel shield of lightning resistance (+10%) (0 def, 4 armour, 12-15 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +10 acid While equipped: Stats +1 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 14% ----- def ----- Armour +4 Fatigue +8% Resists +10% acid +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
100 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
33 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
34 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman&3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
32 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist&1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Korbek&2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
22 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 15] simple frost salve [power 15]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 51% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 189] simple healing salve [power 189]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 51% cooldown modifier. Heal 189 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud While equipped: In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
barbed pouch of dwarven-steel shots of crippling (20/20, 44-53 power, 3 apr)3.0 T3 shot ammo [Ego++] Master Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +21.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
flaming pouch of stralite shots of vileness (19/19, 46-56 power, 5 apr)3.0 T4 shot ammo [Ego] Arcane Power 46.5 - 55.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +13 blight On Hit.r1 +9 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Shots are used with slings to pummel your foes to death. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Thunderwild the voratun torque of mindblast [power 400] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% lightning +6% temporal +9% nature +6% darkness Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LAST999900LASTANTIQUE_WHITE |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth& |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
27 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Balodig the Orc Annihilator level 15
36th Retaking 124th year of Ascendancy at 13:48 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Balodig the Orc Annihilator level 32
23rd Pain 124th year of Ascendancy at 00:59 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Balodig the Orc Annihilator level 10
17th Retaking 124th year of Ascendancy at 09:31 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Balodig the Orc Annihilator level 20
17th Revenge 124th year of Ascendancy at 09:26 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Balodig the Orc Annihilator level 30
44th Revenge 124th year of Ascendancy at 02:07 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Balodig the Orc Annihilator level 37
3rd Dearth 124th year of Ascendancy at 10:32 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Balodig the Orc Annihilator level 33
45th Pain 124th year of Ascendancy at 10:51 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Balodig the Orc Annihilator level 35
51st Pain 124th year of Ascendancy at 07:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Balodig the Orc Annihilator level 19
16th Revenge 124th year of Ascendancy at 22:53 see stats
We weren't kidding! (Nightmare (Adventure) difficulty)
44th Revenge 124th year of Ascendancy at 00:34 see stats
Log
Resting starts...
Talent Shockstaff is ready to use.
Talent Reactive Armor is ready to use.
Talent Heavy Weapon Expertise is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Orcish Fury is ready to use.
Talent Grenade Launcher is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Barrage is ready to use.
Talent Magnetic Field is ready to use.
Talent Boltgun is ready to use.
Talent Chemical Grenade is ready to use.
Talent Reactive Armor is ready to use.
Balodig activates Chemical Grenade.
Talent AED is ready to use.
Talent Reactive Armor is ready to use.
Talent Rocket Pod is ready to use.
Talent Pride of the Orcs is ready to use.
Talent Reactive Armor is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
Talent Exoskeleton is ready to use.
Balodig activates Exoskeleton.
Saving done.
There is a Gates of Morning (Town) here (press &039; 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.
You are sent back to the material plane!
Saving game...
Saving done.





































































































