
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 | KrukOgre |
Class | Sawbutcher |
Level / Exp | 26 / 62% |
Size | huge |
Lifes / Deaths | Killed by Velosenor the sewer alligator at level 14 on the 41st Retaking 124th year of Ascendancy at 18:15 0 / 7Killed by dreaming horror at level 18 on the 21st Revenge 124th year of Ascendancy at 06:26 Killed by dreaming horror at level 18 on the 21st Revenge 124th year of Ascendancy at 07:50 Killed by Emagamina the larvae bloated ritch mother at level 23 on the 28th Revenge 124th year of Ascendancy at 22:58 Killed by Mayolerin the sun paladin at level 24 on the 34th Revenge 124th year of Ascendancy at 23:01 Killed by dreaming horror at level 26 on the 52nd Revenge 124th year of Ascendancy at 11:26 Killed by Ogre King's Inner Demon at level 26 on the 52nd Revenge 124th year of Ascendancy at 16:40 |
Primary Stats
Strength | 131 (base 57) |
Dexterity | 12 (base 11) |
Constitution | 35 (base 11) |
Magic | 23 (base 10) |
Willpower | 18 (base 10) |
Cunning | 74 (base 48) |
Resources
Life | -8/831 |
Steam | 94/112 |
Healing Factor | 1.2420902589417 |
Regeneration | 9.4367499885646 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 152 |
Accuracy | 36 |
Crit Chance | 26% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 77 |
Accuracy | 36 |
Crit Chance | 26% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Nature | +3% |
Fire | +34% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Light | +5% |
Cold | +25% |
Arcane | +25% |
Mind | +10% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 74.08934837382 (81.151787968034%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 25 |
Mental Save | 42 |
Defense: Resistances
Acid | + 6%( 70%) |
Arcane | + 10%( 70%) |
Mind | + 21%( 70%) |
All | 0%( 70%) |
Darkness | + 9%( 70%) |
Light | + 36%( 70%) |
Physical | + 3%( 70%) |
Cold | + 37%( 70%) |
Fire | + 46%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Confusion Resistance | 72% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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 117% efficiency and cooldown mod of 93%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 [Rare] Master While equipped: offense ------ Damage +3% nature +9% fire Ignore resists +5% light When Hit 4 light defense ------ Armor +4 Fatigue -3% Resistance +6% light +15% fire Physical save +7 (+2 eff.) other ------- Encumbrance +28 Talents +1 Rocket Boots 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] Arcane/Psionic While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +5 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +14 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Mind save +6 (+2 eff.) Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Dex offense ------ Accuracy +12 (+4 eff.) defense ------ Armor +5 Fatigue +3% Mind save +5 (+2 eff.) Life +43.00 other ------- Talents +2 Project Saw 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 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 21 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +4 Con offense ------ Physical Power +6 (+1 eff.) defense ------ Mind save +6 (+2 eff.) Confus Resist +37% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +6 (+2 eff.) Life +34.00 Life Regen +2.00 other ------- Masteries +0.11 Steamtech/Automated butchery +0.11 Steamtech/Engineering Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 27.5 - 41.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 On Hit: * 10 arcane resource burn * shock your foe dealing 17 damage and draining some of their resources Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +6% acid +6% fire +9% darkness +3% nature 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! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +4 (+1 eff.) Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Defense +6 (+3 eff.) Resistance +15% light Slow Projectiles +15% A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On Hit: * splashes acid on your target dealing 35 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +4 Cun +2 Str defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +12% cold +6% mind +15% fire 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! |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +10% nature +25% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con offense ------ When Hit 30 physical defense ------ Armor +32 Defense +8 (+4 eff.) Fatigue +13% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) Silence Resist +0% Confus Resist +35% Pinning Resist +0% Stun Resist +45% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 82%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 61 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 Magic 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 [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 3 turns. 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 516 damage for 3 turns. Its effects scale with your Strength 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 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 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 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 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 35.5 - 49.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 While equipped: offense ------ Physical Crit +7.0% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +11 fire On Hit: * 20% chance to reduce damage dealt by 17% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Ignore resists +10% all Accuracy +14 (+5 eff.) Ignore Armor +11 defense ------ Resistance +3% cold Life +60.00 Cut Resist +20% One-handed war axes. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +2 Mag +2 Wil defense ------ Defense +6 (+3 eff.) Physical save +7 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% temporal When Hit 4 mind defense ------ Armor +3 Fatigue +2% Resistance +5% fire +5% cold other ------- Max hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 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 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 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 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 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 healing salve [power 216] powerful healing salve [power 216]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 216 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 187] powerful pain suppressor salve [power 187]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -187 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. 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 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 T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all 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 Ogre King the KrukOgre Sawbutcher level 3
10th Retaking 124th year of Ascendancy at 22:45 see stats
By Ogre King the KrukOgre Sawbutcher level 13
36th Retaking 124th year of Ascendancy at 02:14 see stats
By Ogre King the KrukOgre Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 14:20 see stats
By Ogre King the KrukOgre Sawbutcher level 20
26th Revenge 124th year of Ascendancy at 22:22 see stats
By Ogre King the KrukOgre Sawbutcher level 13
36th Retaking 124th year of Ascendancy at 02:14 see stats
By Ogre King the KrukOgre Sawbutcher level 16
44th Retaking 124th year of Ascendancy at 11:15 see stats
Log
Ogre King slows down.
Ogre King deactivates Grinding Shield.
Something hits Ogre King for (39 blocked), 0 fire, (32 blocked), 0 cold, (47 blocked), 0 lightning, (42 blocked), 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, (6 blocked), 0 fire, (5 blocked), 0 cold, (8 blocked), 0 lightning, (7 blocked), 0 arcane, (4 blocked), 0 fire, (3 blocked), 0 cold, (4 blocked), 0 lightning, (4 blocked), 0 arcane, (13 blocked), 0 fire, (11 blocked), 0 cold, (16 blocked), 0 lightning, (14 blocked), 0 arcane, (6 blocked), 0 fire, (5 blocked), 0 cold, (8 blocked), 0 lightning, (7 blocked), 0 arcane, (7 blocked), 0 fire, (5 blocked), 0 cold, (8 blocked), 0 lightning, (7 blocked), 0 arcane (0 total damage).
Bleeding from Ogre King's Inner Demon hits Ogre King for (6 blocked), 0 fire, (5 blocked), 0 cold, (7 blocked), 0 lightning, (6 blocked), 0 arcane (0 total damage).
Burning from Ogre King's Inner Demon hits Ogre King for (2 blocked), 0 fire, (2 blocked), 0 cold, (3 blocked), 0 lightning, (2 blocked), 0 arcane (0 total damage).
Waking Nightmare from Nightmare horror hits Ogre King for (50 blocked), 0 darkness (0 total damage).
Nightmare horror misses Ogre King.
Ogre King's Inner Demon uses Spinal Break.
Ogre King shrugs off the effect 'Exposed'!
Ogre King shrugs off the effect 'Corrode'!
Ogre King deactivates Furnace.
Ogre King's Inner Demon uses Block.
Bleeding from Ogre King's Inner Demon hits Ogre King for 3 fire, 2 cold, 4 lightning, 3 arcane (13 total damage).
Burning from Ogre King's Inner Demon hits Ogre King for 3 fire, 2 cold, 4 lightning, 4 arcane (13 total damage).
Melee retaliation hits Ogre King's Inner Demon for 2 fire, 2 cold, 3 lightning, 3 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 3 fire, 2 cold, 3 lightning, 3 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (23 total damage).
Ogre King's Inner Demon hits Ogre King for 33 fire, 26 cold, 37 lightning, 34 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 3 fire, 2 cold, 4 lightning, 3 arcane, 1 fire, 0 cold, 1 lightning, 1 arcane, 17 fire, 13 cold, 19 lightning, 17 arcane, 3 fire, 2 cold, 4 lightning, 3 arcane, 4 fire, 2 cold, 4 lightning, 4 arcane (238 total damage).
Waking Nightmare from Nightmare horror hits Ogre King for 48 darkness damage.
Ogre King uses To The Arms.
Ogre King misses Nightmare horror.
Ogre King seems more focused.
Ogre King is no longer dominated.
Ogre King is free from the abyss.
Ogre King's Inner Demon uses To The Arms.
Bleeding from Ogre King's Inner Demon hits Ogre King for 9 fire, 7 cold, 9 lightning, 9 arcane (34 total damage).
Burning from Ogre King's Inner Demon hits Ogre King for 7 fire, 6 cold, 8 lightning, 7 arcane (28 total damage).
Melee retaliation hits Ogre King's Inner Demon for 2 fire, 2 cold, 4 lightning, 3 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 1 lightning, 1 arcane (13 total damage).
Ogre King's Inner Demon hits Ogre King for 40 fire, 32 cold (72 total damage).
Waking Nightmare from Nightmare horror hits Ogre King for 42 darkness damage.
Ogre King the level 26 krukogre sawbutcher was iced to death by a Ogre King's Inner Demon on level 2 of Ruins of a lost city.