















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! Better Item Description 1.7.4This 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! 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:
Forbidden Cults 1.7.4Official 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 | Nightmare Exploration |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 36 / 43% |
Size | big |
Lifes / Deaths | Killed by Commander Fralor at level 2 on the 11st Retaking 124th year of Ascendancy at 07:02 / 24Killed by Nektosh the One-Horned at level 17 on the 34th Retaking 124th year of Ascendancy at 05:16 Killed by whitehoof ghoul at level 17 on the 34th Retaking 124th year of Ascendancy at 06:42 Killed by whitehoof ghoul at level 17 on the 34th Retaking 124th year of Ascendancy at 07:13 Killed by whitehoof ghoul at level 17 on the 34th Retaking 124th year of Ascendancy at 07:31 Killed by Nektosh the One-Horned at level 17 on the 34th Retaking 124th year of Ascendancy at 08:25 Killed by Nektosh the One-Horned at level 17 on the 34th Retaking 124th year of Ascendancy at 10:44 Killed by Nektosh the One-Horned at level 17 on the 34th Retaking 124th year of Ascendancy at 12:52 Killed by Gunsnake at level 19 on the 41st Retaking 124th year of Ascendancy at 15:25 Killed by Gunsnake at level 19 on the 41st Retaking 124th year of Ascendancy at 15:39 Killed by Gunsnake at level 19 on the 41st Retaking 124th year of Ascendancy at 16:10 Killed by Gunsnake at level 19 on the 41st Retaking 124th year of Ascendancy at 17:22 Killed by blade horror at level 20 on the 41st Retaking 124th year of Ascendancy at 21:05 Killed by blade horror at level 20 on the 41st Retaking 124th year of Ascendancy at 21:23 Killed by saw horror at level 21 on the 51st Retaking 124th year of Ascendancy at 01:58 Killed by Layota the ritch larva at level 26 on the 16th Revenge 124th year of Ascendancy at 01:24 Killed by Cositerc the human at level 27 on the 21st Revenge 124th year of Ascendancy at 22:22 Killed by Itburpa the human at level 27 on the 21st Revenge 124th year of Ascendancy at 23:36 Killed by Dainnnia the human at level 29 on the 44th Revenge 124th year of Ascendancy at 14:32 Killed by Dainnnia the human at level 29 on the 44th Revenge 124th year of Ascendancy at 15:21 Killed by Mindcontrol Pillar at level 31 on the 12nd Pain 124th year of Ascendancy at 21:17 Killed by Mayissra the worm that walks's temporal clone at level 33 on the 48th Pain 124th year of Ascendancy at 21:24 Killed by Layessra the chitinous spider at level 33 on the 49th Pain 124th year of Ascendancy at 01:59 Killed by Crystallized Primal Root at level 36 on the 52nd Pain 124th year of Ascendancy at 03:25 |
Primary Stats
Strength | 77 (base 41) |
Dexterity | 37 (base 19) |
Constitution | 87 (base 37) |
Magic | 22 (base 10) |
Willpower | 37 (base 10) |
Cunning | 75 (base 60) |
Resources
Life | 1367/1367 |
Steam | 100/100 |
Healing Factor | 1.9244820159445 |
Regeneration | 26.693306687794 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 2 |
Offense: Mainhand
Damage | 120 |
Accuracy | 52 |
Crit Chance | 62% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 63 |
Accuracy | 52 |
Crit Chance | 42% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Fire | +19% |
Mind | +28% |
Arcane | +5% |
Cold | +24% |
All | 0% |
Offense: Damage Penetration
Physical | +14% |
Acid | +32% |
Fire | +19% |
All | +7% |
Defense: Base
Armour (hardiness) | 42.335093952971 (47.857809501309%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 39 |
Physical Save | 51 |
Spell Save | 26 |
Mental Save | 37 |
Defense: Resistances
Acid | + 28%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 70%( 70%) |
All | + 15%( 70%) |
Lightning | + 23%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 28%( 70%) |
Darkness | + 32%( 70%) |
Fire | + 45%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Pinning Resistance | 69% |
Blind Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
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 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Constitution 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 132% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Steamtech / Engineering | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +6 Dex +4 Wil +4 Con dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Defense +9 (+3 eff.) ---------- misc Talents +1 Rocket Boots Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +6% Mind.pwr +4 (+2 eff.) Dmg.mod +10% mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Lck +4 Cun dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +7% Crit.mult +5.00% Dmg.mod +6% mind Acc +9 (+3 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +9% lightning +7% temporal ---------- misc Max.hate +6.00 Max.psi +20.00 Light +5 Infravis +2 A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +5 Mag +8 Wil +3 Cun dps ---------- Spell.pwr +8 (+4 eff.) Melee+ 10 arcane Dmg.mod +5% arcane ----- def ----- Armour +3 Fatigue +5% Resists +6% arcane Phys.save +9 (+3 eff.) ---------- misc Talents +1 Sand Shredder Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% cold On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +30% cold Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +7 (+3 eff.) Max.HP +64.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +20.00 Disarm- +25% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.92 cold and 12.84 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 41.5 - 62.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +112 On Hit: * Create an explosion dealing 41 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +19% fire Res.pen +12% fire ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +25% acid Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +20% darkness HP.reg +1.80 Heal.mod +18% A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 47.5 - 71.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +110 On Hit.r1 +80 20% chance of physical repulsion Uses 1.0 Steam While equipped: Stats +6 Str +8 Dex +8 Mag +7 Wil +7 Cun +8 Con ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +26 (+7 eff.) ----- def ----- Defense +9 (+3 eff.) Fatigue -6% Resists +15% nature +15% cold Phys.save +5 (+2 eff.) Max.HP +51.00 ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 12 acid 19 fire Melee Ret 8 acid 12 fire 20 physical ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +13% Resists +15% acid +16% fire Max.HP +42.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% physical ---------- misc Stam/turn +0.40 Masteries +0.22 Steamtech/Battle machinery Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Nature Power 49.0 - 78.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +19 fire While equipped: dps ---------- All.spd +10% Res.pen +7% fire Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 45.0 - 72.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +6 Dex dps ---------- Phys.spd +10% Dmg.mod +7% physical Acc +20 (+6 eff.) Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +15 Con +11 Wil ----- def ----- Max.HP +44.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +8 Str +9 Dex +9 Mag +10 Wil +8 Cun +9 Con dps ---------- Dmg.mod +18% physical Acc +15 (+4 eff.) ----- def ----- Defense +30 (+10 eff.) Resists +5% arcane ---------- misc Max.psi +40.00 Blunt and deadly. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +21.00% Spell.pwr +15 (+7 eff.) Melee+ 23 fire Dmg.mod +25% blight ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Nature/Steamtech Power 31.5 - 47.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +75 Melee+ +11 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +6% nature +6% lightning Crit.chn- 15.00% Phys.save +15 (+5 eff.) Pinning- +20% ---------- 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! |
![]() 1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Resists +8% fire +5% cold A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +11% nature +10% blight HP.reg +4.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +12 (+6 eff.) S.pwr/crit +4 ----- def ----- Resists +13% all Silence- +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +8% arcane +19% temporal ----- def ----- Resists +13% all ---------- misc Max.mana +36.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Mov.spd +10% Dmg.mod +9% light +6% physical Apr +2 ----- def ----- Armour +3 Fatigue -7% Resists +9% nature +3% physical Max.HP +36.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +8 Resists +9% acid +8% fire +8% lightning +8% cold ---------- misc Stam/turn +0.80 Max.stam +20.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +3 Fatigue -4% Phys.save +8 (+3 eff.) ---------- misc Max.enc +28 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 56% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +4 Dex +4 Cun dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 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. |
![]() 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 ----- def ----- Armour +8 Defense +4 (+1 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. |
![]() 9.0 T4 light armor [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +24 (+8 eff.) Fatigue +8% Resists +14% nature +14% blight Mind.save +14 (+5 eff.) A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +10 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 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. |
![]() 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 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. |
![]() 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. |
powerful healing salve [power 271] powerful healing salve [power 271]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 65% cooldown modifier. Heal 271 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 65% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 166] simple healing salve [power 166]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 121% efficiency and 65% cooldown modifier. Heal 166 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 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 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Scrimbolo the Orc Sawbutcher level 18
38th Retaking 124th year of Ascendancy at 11:00 see stats
By Scrimbolo the Orc Sawbutcher level 14
25th Retaking 124th year of Ascendancy at 08:20 see stats
By Scrimbolo the Orc Sawbutcher level 32
18th Pain 124th year of Ascendancy at 06:56 see stats
By Scrimbolo the Orc Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 16:05 see stats
By Scrimbolo the Orc Sawbutcher level 20
41st Retaking 124th year of Ascendancy at 18:02 see stats
By Scrimbolo the Orc Sawbutcher level 30
12nd Pain 124th year of Ascendancy at 17:13 see stats
By Scrimbolo the Orc Sawbutcher level 32
13rd Pain 124th year of Ascendancy at 21:01 see stats
By Scrimbolo the Orc Sawbutcher level 29
12nd Pain 124th year of Ascendancy at 17:02 see stats
By Scrimbolo the Orc Sawbutcher level 26
16th Revenge 124th year of Ascendancy at 01:23 see stats
By Scrimbolo the Orc Sawbutcher level 35
50th Pain 124th year of Ascendancy at 08:31 see stats
By Scrimbolo the Orc Sawbutcher level 21
44th Retaking 124th year of Ascendancy at 20:46 see stats
By Scrimbolo the Orc Sawbutcher level 17
34th Retaking 124th year of Ascendancy at 05:16 see stats
Log
Scrimbolo misses Crystallized Primal Root.
Crystallized Primal Root resists the knockback!
Scrimbolo hits Crystallized Primal Root for (27 flat reduction), 23 physical, (19 flat reduction), 0 fire, (9 flat reduction), 0 acid, (6 flat reduction), 0 arcane, (27 flat reduction), 20 physical (43 total damage).
Crystallized Primal Root uses Stun.
Crystallized Primal Root misses Scrimbolo.
Crimson crystal casts Phase Door.
Talent Block is ready to use.
White crystal casts Ice Bolt.
Scrimbolo deflects the projectile from White crystal to the southwest!
Blue crystal casts Phase Door.
Scrimbolo resists the wave!
Crystallized Primal Root resists the wave!
Blue crystal's cold repulsion area effect hits Scrimbolo for 4 cold, 18 physical (22 total damage).
Blue crystal's cold repulsion area effect hits Crystallized Primal Root for (7 flat reduction), 0 cold, (5 flat reduction), 0 physical (0 total damage).
Crystallized Primal Root's light area effect hits Scrimbolo for 18 light damage.
Scrimbolo performs a melee critical strike against Crystallized Primal Root!
Crystallized Primal Root's is vulnerable to attacks and effects!
Scrimbolo hits Crystallized Primal Root for (27 flat reduction), 90 physical, (19 flat reduction), 0 fire, (9 flat reduction), 0 acid, (6 flat reduction), 0 arcane, (27 flat reduction), 14 fire, (27 flat reduction), 24 physical, (19 flat reduction), 0 fire, (9 flat reduction), 0 acid, (6 flat reduction), 0 arcane (127 total damage).
Scrimbolo hits Blue crystal for 54 fire damage.
Crystallized Primal Root uses Clinch.
Scrimbolo resists the grapple!
Crystallized Primal Root hits Scrimbolo for 32 physical damage.
Melee retaliation hits Crystallized Primal Root for (12 flat reduction), 0 physical, (2 flat reduction), 0 darkness, (6 flat reduction), 0 acid, (12 flat reduction), 0 fire (0 total damage).
Scrimbolo the level 36 orc sawbutcher was maimed to death by a Crystallized Primal Root on level 2 of Primal Forest.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Crystallized Primal Root killed Scrimbolo!
Saving game...
Saving done.