
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Inferno Race Pack 1.4.0Adds a collection of my races. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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:
Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Adventure |
Sex | Male |
Race | KrukHoardling |
Class | Sawbutcher |
Level / Exp | 24 / 60% |
Size | medium |
Lifes / Deaths | Killed by High Guard Talosis at level 4 on the 32nd Steel 124th year of Ascendancy at 18:19 0 / 7Killed by Glorenne the giant alligator at level 15 on the 2nd Acquisition 124th year of Ascendancy at 17:05 Killed by Mayonn the whitehoof hailstorm at level 19 on the 14th Profit 124th year of Ascendancy at 15:40 Killed by Grookroud's Inner Demon at level 21 on the 25th Profit 124th year of Ascendancy at 13:05 Killed by Arerin the wolf at level 24 on the 10th Wealth 124th year of Ascendancy at 03:24 Killed by Ivinn the poison ivy at level 24 on the 10th Wealth 124th year of Ascendancy at 10:19 Killed by Ivinn the poison ivy at level 24 on the 10th Wealth 124th year of Ascendancy at 14:34 |
Primary Stats
Strength | 78 (base 54) |
Dexterity | 16 (base 10) |
Constitution | 38 (base 11) |
Magic | 17 (base 10) |
Willpower | 31 (base 10) |
Cunning | 77 (base 46) |
Resources
Life | -333/721 |
Steam | 98/100 |
Healing Factor | 1.3706365242982 |
Regeneration | 17.266559678339 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 105 |
Accuracy | 39 |
Crit Chance | 31% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 39 |
Crit Chance | 43% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Nature | +16% |
Lightning | +18% |
Arcane | +9% |
Mind | +25% |
All | +4% |
Offense: Damage Penetration
Nature | +5% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 72.08934837382 (81.151787968034%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 50 |
Physical Save | 42 |
Spell Save | 16 |
Mental Save | 37 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 4%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Darkness | + 15%( 70%) |
Light | + 15%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 8%( 70%) |
Lightning | + 32%( 70%) |
Fire | + 29%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 80% |
Teleport Resistance | 100% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 3 turns. Its effects scale with your Magic 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 143% efficiency and cooldown mod of 86%. Its effects scale with your Cunning stat. |
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 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Steamtech / Furnace | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Hoardling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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 |
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 | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Cun +2 Con offense ------ Damage +21% mind Ignore resists +5% fire defense ------ Armor +8 Fatigue +3% Resistance +10% lightning +9% temporal +3% fire Physical save +6 (+2 eff.) Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% other ------- Infravision +2 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +2 Con defense ------ Resistance +6% blight Life Regen +1.00 other ------- 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 | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +2 Str +6 Cun +3 Con offense ------ Ignore resists +5% fire When Hit 6 fire On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +7 Fatigue +4% Resistance +6% fire Physical save +21 (+7 eff.) Mind save +17 (+6 eff.) other ------- Infravision +2 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +7 (+4 eff.) On-Hit 12 arcane Damage +5% arcane defense ------ Armor +3 Fatigue +5% Resistance +4% arcane Disarm Resist +80% other ------- Talents +3 Iron Grip 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 | ![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% acid +12% nature Ignore resists +5% nature defense ------ Resistance +9% nature +3% acid Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +14 (+5 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 72% 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. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) Damage +14% lightning defense ------ Resistance +22% lightning +15% darkness Life +40.00 Life Regen +6.00 Healmod +11% 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? |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Nature/Steamtech Weapon Damage 27.0 - 40.5 Nature Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +3.0% Attack Speed 100% Block +50 On-Hit, radius 1 +60 20% chance of physical repulsion On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +14 Defense +4 (+2 eff.) Fatigue +8% other ------- Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +8 (+4 eff.) Stealth +5 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +15.0% Attack Speed 100% Block +48 Ignore Shields +11% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +2 Str offense ------ Physical Crit +8.0% Spell Crit +2% Mind Crit +2% Critical power +10.00% Damage +4% all defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Stamina/turn +1.00 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! |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +9% acid +5% physical +15% light +18% cold +15% fire other ------- Light +3 See Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Ego] Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con offense ------ When Hit 0 physical defense ------ Armor +17 Fatigue +22% Resistance +15% acid A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego] Nature/Psionic Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature +5 darkness Damage Against +17% Living Blunt and deadly. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 28.5 - 42.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +72 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +23% cold other ------- 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! |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 cold On-crit, radius 2 +8 lightning +4 temporal While equipped: Stats +3 Mag +1 Wil offense ------ Spellpower +7 (+4 eff.) Ignore resists +15% lightning +7% physical Accuracy +9 (+3 eff.) Ignore Armor +7 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% lightning Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Master/Psionic Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +7% physical Accuracy +5 (+2 eff.) Ignore Armor +5 One-handed war axes. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+3 eff.) Damage +3% acid +15% nature defense ------ Armor +2 Fatigue +3% Resistance +9% acid +9% fire +3% nature 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. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance 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 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 fiery salve [power 16] powerful fiery salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 219] powerful healing salve [power 219]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 219 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Grookroud the KrukHoardling Sawbutcher level 2
31st Steel 124th year of Ascendancy at 19:45 see stats
By Grookroud the KrukHoardling Sawbutcher level 11
28th Gold 124th year of Ascendancy at 17:00 see stats
By Grookroud the KrukHoardling Sawbutcher level 22
43rd Profit 124th year of Ascendancy at 22:03 see stats
By Grookroud the KrukHoardling Sawbutcher level 10
42nd Steel 124th year of Ascendancy at 02:12 see stats
By Grookroud the KrukHoardling Sawbutcher level 20
24th Profit 124th year of Ascendancy at 13:28 see stats
By Grookroud the KrukHoardling Sawbutcher level 23
4th Wealth 124th year of Ascendancy at 21:21 see stats
By Grookroud the KrukHoardling Sawbutcher level 20
25th Profit 124th year of Ascendancy at 00:42 see stats
By Grookroud the KrukHoardling Sawbutcher level 14
2nd Acquisition 124th year of Ascendancy at 01:51 see stats
Log
Poison from Ivinn the poison ivy hits Grookroud for 129 nature, 38 healing (129 total damage) [38 healing].
Crippling Poison from Ivinn the poison ivy hits Grookroud for 18 nature, 6 healing (18 total damage) [6 healing].
Ivinn the poison ivy shares damage with his oozes!
Burning from Grookroud hits Ivinn the poison ivy for 9 fire damage.
Grookroud activates Saw Wheels.
Grookroud HEALS from nature damage!
Ivinn the poison ivy receives 20 healing from Grookroud.
Ivinn the poison ivy's healing nature area effect hits Grookroud for 20 nature, 5 healing (20 total damage) [5 healing].
Grookroud HEALS from nature damage!
Poison from Ivinn the poison ivy hits Grookroud for 197 nature, 45 healing (197 total damage) [45 healing].
Crippling Poison from Ivinn the poison ivy hits Grookroud for 28 nature, 7 healing (28 total damage) [7 healing].
Ivinn the poison ivy shares damage with his oozes!
Burning from Grookroud hits Ivinn the poison ivy for 9 fire damage.
Ivinn the poison ivy uses Slime Spit.
Talent Block is ready to use.
Grookroud HEALS from nature damage!
Poison from Ivinn the poison ivy hits Grookroud for 197 nature, 45 healing (197 total damage) [45 healing].
Crippling Poison from Ivinn the poison ivy hits Grookroud for 29 nature, 7 healing (29 total damage) [7 healing].
Ivinn the poison ivy shares damage with his oozes!
Ivinn the poison ivy's Slime Spit hits Bloated ooze for 84 nature damage.
Burning from Grookroud hits Ivinn the poison ivy for 7 fire damage.
Grookroud is no longer poisoned.
Poison from Ivinn the poison ivy hits Grookroud for 197 nature damage.
Grookroud the level 24 krukhoardling sawbutcher was slimed to death by Ivinn the poison ivy on level 1 of Sunwall Observatory.