



















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.7Official 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 Roguelike |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 30 / 49% |
Size | medium |
Lifes / Deaths | Killed by Lisanne the awoken tentacle tree at level 7 on the 14th Retaking 124th year of Ascendancy at 14:17 / 2Killed by whitehoof invoker at level 30 on the 4th Pain 124th year of Ascendancy at 09:35 |
Primary Stats
Strength | 84 (base 60) |
Dexterity | 33 (base 14) |
Constitution | 45 (base 39) |
Magic | 9 (base 10) |
Willpower | 30 (base 11) |
Cunning | 49 (base 25) |
Resources
Life | -113/950 |
Mana | 254/254 |
Steam | 83/106 |
Healing Factor | 1.4361860465116 |
Regeneration | 15.582618604651 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +69.270572525455% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 122 |
Accuracy | 41 |
Crit Chance | 23% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 41 |
Crit Chance | 23% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +39% |
Temporal | +47% |
Blight | +44% |
Physical | +46% |
Fire | +41% |
All | +29% |
Offense: Damage Penetration
Acid | +22% |
Temporal | +17% |
Blight | +12% |
Physical | +50% |
Fire | +45% |
All | +7% |
Defense: Base
Armour (hardiness) | 36.335093952971 (48.103448275862%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 37 |
Physical Save | 34 |
Spell Save | 21 |
Mental Save | 10 |
Defense: Resistances
Acid | + 28%( 80%) |
Arcane | + 15%( 70%) |
Cold | + 57%( 70%) |
All | + 10%( 70%) |
Physical | + 23%( 75%) |
Darkness | + 26%( 70%) |
Light | + 21%( 70%) |
Temporal | + 33%( 70%) |
Mind | -18%( 70%) |
Lightning | + 34%( 70%) |
Fire | + 34%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 54% |
Confusion Resistance | 0% |
Disarm Resistance | 36% |
Silence Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 35 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 120% efficiency and cooldown mod of 99%. |
Class Talents
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Melting Point |
talent | Premonition |
detrimental effect | The target is on fire, taking 43.43 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 50%. Slow |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 416 HP on the iceblock remaining. Frozen |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | The target is starting to get mad (8 stacks), reducing mind damage resistance by 48%, mental save by 40, confusion resistance by 32%, generating 4.0 insanity per turn. Lost in a weird place |
beneficial effect | Reduces mind damage received by 11%. Premonition Shield |
beneficial effect | The target enters a destructive fury, increasing all damage done by 29%. Orcish Fury |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The target is corroded, reducing their accuracy by 0, their armor by 15, and their defense by 0. Corrode |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 5. Illness |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 7%. Distortion |
beneficial effect | The time distortion has created a restoration field, healing the target for 17 each turn. Temporal Restoration Field |
detrimental effect | Huge cut that bleeds, doing 112.25 physical damage per turn. Bleeding |
beneficial effect | You have 4 charges. Molten Point |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * 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 | ![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +12.00 Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +14 Dex +6 Cun dps ---------- Dmg.mod +15% blight Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +5 Fatigue +5% Resists +6% temporal +22% cold Mind.save +9 (+9 eff.) ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 574.3 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Dex +7 Wil +6 Cun dps ---------- Dmg.mod +18% temporal Res.pen +10% temporal Acc +8 (+3 eff.) Melee Ret 4 light ----- def ----- Mind.save +14 (+12 eff.) Max.HP +51.00 HP.reg +7.00 Heal.mod +12% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Silence- +25% ---------- misc Mana/turn +0.13 Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Psionic/Steamtech Power 141% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Melee+ +17 mind On Hit.r1 +16 fire On Crit.r2 +12 mind +49 fire On Hit: * 24% chance to reduce all saves and defense by 20 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * splashes acid on your target dealing 36 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +4 Wil dps ---------- All.spd +6% Res.pen +10% fire ----- def ----- Armour +5 Defense +8 (+0 eff.) Fatigue +10% ---------- misc Talents +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! |
On hands | ![]() 7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Talents +1 Sand Shredder Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
In off hand | ![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 142% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +73 On Hit: * splashes acid on your target dealing 29 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Con dps ---------- Phys.crit +7.0% Phys.pwr +14 (+3 eff.) Acc +11 (+4 eff.) Melee Ret 6 mind ----- def ----- Armour +5 Defense +17 (+7 eff.) Fatigue +10% Resists +6% mind +14% temporal Disarm- +36% ---------- misc Stam/turn +2.00 Talents +2 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (172) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. 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 | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +5% arcane +30% cold +12% light +15% nature Crit.dmg- 5.00% Spell.save +9 (+4 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor [Random Unique] Master While equipped: Stats +7 Str +2 Dex +4 Wil +2 Cun +2 Con ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +21% lightning +8% physical +18% darkness +21% fire ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() 0.1 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. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 14.0 T2 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 9 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +13% acid +16% temporal +6% light +15% cold +12% fire ---------- misc Light +1 A suit of armour made of mail. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+0 eff.) Resists +0% nature +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +1 Str +6 Dex +4 Cun +3 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +5 Fatigue +5% Resists +17% fire -20% light +23% cold Spell.save +6 (+3 eff.) Mind.save +0 (+0 eff.) Silence- +0% ---------- misc Mana/s.crit +2.00 Max.vim +30.00 A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor Reqs - Heavy armour training Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +6% Resists +10% darkness ---------- misc 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+8 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+8 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 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! |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 127] simple healing salve [power 127]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 127 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 59% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Bronk the Orc Sawbutcher level 13
21st Retaking 124th year of Ascendancy at 00:26 see stats
By Bronk the Orc Sawbutcher level 29
41st Revenge 124th year of Ascendancy at 11:33 see stats
By Bronk the Orc Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 07:24 see stats
By Bronk the Orc Sawbutcher level 20
4th Revenge 124th year of Ascendancy at 08:02 see stats
By Bronk the Orc Sawbutcher level 30
3rd Pain 124th year of Ascendancy at 20:16 see stats
By Bronk the Orc Sawbutcher level 20
4th Revenge 124th year of Ascendancy at 20:30 see stats
By Bronk the Orc Sawbutcher level 16
28th Retaking 124th year of Ascendancy at 03:30 see stats
By Bronk the Orc Sawbutcher level 7
14th Retaking 124th year of Ascendancy at 14:18 see stats
By Bronk the Orc Sawbutcher level 29
3rd Pain 124th year of Ascendancy at 17:33 see stats
Log
The Cog spins up and deflects the blow from Bronk!
Something hits Bronk for 67 mind, 0 fire, 10 mind, 0 darkness, 27 nature, 0 fire, 0 mind, 0 darkness (105 total damage).
The protective shield of Bronk disappears.
Bronk casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Bronk is afflicted by a crippling illness!
Bronk shrugs off the effect 'Corrode'!
Bleeding from Bronk's Inner Demon hits Bronk for 68 physical damage.
Burning from Bronk's Inner Demon hits Bronk for 17 fire damage.
Something hits Bronk for 0 physical, 13 mind, 5 fire, 1 fire, 11 acid, 136 physical, 5 fire, 8 acid (179 total damage).
Bronk receives 25 healing from Temporal Restoration Field.
Bronk is encased in ice!
Something hits Bronk for 23 physical, 0 nature (23 total damage).
Something hits Bronk for 110 cold damage.
Bronk the level 30 orc sawbutcher was cooled to death by a whitehoof invoker on level 11 of Illusory Castle.
Bronk deactivates Premonition.
Bronk deactivates Melting Point.
Bronk speeds up.
Bronk is free from the ice.
Bronk stops bleeding.
Bronk deactivates Furnace.
Bronk stops burning.
Bronk is free from the illness.
Bronk has shook off the effects of their corrosion.
Bronk recovers sight.
Bronk deactivates Tempest of Metal.
Bronk is no longer distorted.
Bronk deactivates Overheat Saws.
The protective shield of Bronk disappears.
Bronk calms down.