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Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Midnight 1.6.6Adds 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. Verdant Class Pack 1.6.6Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Items Vault 1.6.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Beholder (Eye Fix) 1.6.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Original (steam version): https://steamcommunity.com/sharedfiles/filedetails/?id=204567988 Update by Kish to remove purple gaze alpha that obscures the whole screen. Also modified central eye powers, replacing Paralyzing Gaze with Temporal Gaze. v1.1.8-9: Potentially fixed some LUA errors. I don't know enough about LUA to fix the one you get when changing party members, sorry; that part of the mod is not one I messed with at all at any rate. Grove Keeper 1.6.6Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Proper Possession Plus 1.6.1Original Mod by zizzo (https://te4.org/games/addons/tome/possessor_fixes): Assorted improvements to the Possessor class (UI features additional info, possess all creature types, heal possessed forms). Additional tweaks by Kish: Longer duration on summoned forms, lower mana cost on Assume Form and Possess, lower cooldown on Assume Form, update form HP in body storage. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Weapons Pack FIXED 1.6.0 Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 21 / 56% |
Size | big |
Lifes / Deaths | Killed by Animated Shadow Defender at level 21 on the 46th Revenge 124th year of Ascendancy at 06:29 / 1 |
Primary Stats
Strength | 62 (base 37) |
Dexterity | 14 (base 12) |
Constitution | 60 (base 35) |
Magic | 16 (base 11) |
Willpower | 15 (base 10) |
Cunning | 53 (base 43) |
Resources
Life | -98/880 |
Steam | 56/100 |
Healing Factor | 1.5960869565217 |
Regeneration | 1.3229710321848 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 96 |
Accuracy | 23 |
Crit Chance | 16% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 23 |
Crit Chance | 15% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Physical | +22% |
Fire | +19% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Physical | +44% |
Fire | +29% |
Cold | +5% |
Defense: Base
Armour (hardiness) | 52.08934837382 (100%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 45 |
Physical Save | 50 |
Spell Save | 40 |
Mental Save | 45 |
Defense: Resistances
Fire | + 11%( 70%) |
Temporal | + 10%( 70%) |
Cold | + 65%( 70%) |
Physical | + 10%( 70%) |
Mind | + 16%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Confusion Resistance | 26% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 51 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 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: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 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: 47 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Sawmaiming | 1.68 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.68 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.88 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Grinding Shield |
talent | Overheat Saws |
beneficial effect | Increases all saws talent levels by 38%. Overcharge Saws |
detrimental effect | Bull has heard the hateful whisper. Hateful Whisper |
detrimental effect | The target is hexed. Each time it uses an ability it takes 52.53 fire damage, and talent cooldowns are increased by 56% plus 1 turn. Burning Hex |
detrimental effect | Bull is fed upon by Moving imaginary steel ritual blade of fate. Fed Upon |
beneficial effect | You have 2 charges. Molten Point |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | 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 |
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 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 |
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. | active |
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 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +9% physical Res.pen +10% lightning +15% physical +5% cold ----- def ----- Armour +8 Fatigue +3% Resists +2% physical ---------- misc Infravis +2 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 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Talents +1 Sand Shredder 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 T3 wand charm [Rare] Arcane While equipped: Stats +1 Str +1 Dex +3 Mag +1 Con ----- def ----- Resists +9% mind +6% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (248 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 13% 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 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +3 Mag +2 Wil +3 Cun +2 Con dps ---------- Spell.pwr +6 (+3 eff.) Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +6 Spell.save +10 (+3 eff.) ---------- misc Max.stam +11.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Cun ----- def ----- Defense +12 (+6 eff.) Mind.save +6 (+2 eff.) Confus- +26% Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Resists +3% mind +3% temporal Die.at -80.00 life Blind- +20% Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 23.5 - 35.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit +3.0% Atk.spd 100% Block +53 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +15% cold ---------- 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! |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +7 (+2 eff.) Max.HP +52.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +16% cold ---------- misc Talents +1 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 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 17.0 T3 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 8 fire On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +15 Hardiness +20% Fatigue +24% Resists +12% cold +3% temporal Max.HP +29.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 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 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
crushing dwarven-steel greatspear of paradox (42-67.2 power, 6 apr) crushing dwarven-steel greatspear of paradox (42-67.2 power, 6 apr)5.0 T3 greatspear 2H weapon [Ego] Arcane/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc Apr +6 Crit +3.5% Atk.spd 83% Melee+ +11 temporal Thrust Range: 2 While equipped: ----- def ----- Resists +11% temporal A heavy spear. |
![]() 3.0 T3 greatsword 2H weapon [Normal] Power 37.5 - 60.0 Physical Uses 120% Str Accuracy bonus: +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
Burning Basher (10-14 power, 4 apr) Burning Basher (10-14 power, 4 apr)3.0 T1 sceptre 1H weapon [Unique] Arcane Power 10.0 - 14.0 Physical Uses 50% Mag, 50% Con Accuracy bonus: +2.5% procs dam / acc Apr +4 Crit +1.0% Atk.spd 100% Melee+ +20 fire burn On Crit.r2 +10 acid While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +10% acid +10% fire ---------- misc Sight -1 The end of this sceptre emits an acrid smoke and burns painfully if you touch it. |
![]() 3.0 T3 waraxe 1H weapon [Normal] Power 20.0 - 28.0 Physical Uses 100% Str Accuracy bonus: +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 13.5 - 17.6 Physical Uses 45% Dex, 45% Str Accuracy bonus: +0.2% crit / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature/Psionic Power 7.0 - 7.7 Mind Uses 30% Wil, 10% Cun Accuracy bonus: +0.2% crit / acc Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) ---------- misc Light +1 Infravis +1 Sight +1 Earth's Eyes: Level 1.0 Pwr.cost 15 out of 18/18. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
![]() 3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 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 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 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! |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Accuracy bonus: +0.1% dam / acc Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Accuracy bonus: +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+3 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +6% physical Phys.save +12 (+4 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: Stats +6 Dex +1 Con dps ---------- Crit.mult +15.00% Phys.pwr +10 (+4 eff.) ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +3% lightning +18% cold ---------- misc Stam/turn +2.00 A suit of armour made of mail. |
![]() 17.0 T1 massive armor [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Wil +4 Cun dps ---------- Spell.crit +1% Dmg.mod +6% blight Res.pen +15% arcane Acc +5 (+3 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +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 [Ego] Nature/Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +10% temporal +12% mind A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +4 Fatigue +4% Resists +12% nature Crit.dmg- 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light 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 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 140 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 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. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By bull the Orc Sawbutcher level 10
20th Retaking 124th year of Ascendancy at 13:13 see stats
By bull the Orc Sawbutcher level 14
25th Retaking 124th year of Ascendancy at 11:36 see stats
By bull the Orc Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 13:12 see stats
By bull the Orc Sawbutcher level 20
44th Revenge 124th year of Ascendancy at 01:09 see stats
Log
Tempest of Metal hits Shadow for 18 physical, 7 fire, 71 fire (95 total damage).
Bleeding from Bull hits Shadow for 11 physical damage.
Burning from Bull hits Shadow for 24 fire damage.
Bleeding from Bull hits Shadow for 9 physical damage.
Melee retaliation hits Shadow for 2 nature, 10 fire (12 total damage).
Burning from Bull hits Shadow for 39 fire damage.
Shadow casts Phase Door.
Burning from Bull killed Shadow!
Moving imaginary steel ritual blade of fate uses Hateful Whisper.
Bull has heard the hateful whisper!
Moving imaginary steel ritual blade of fate hits bull for 99 mind damage.
Animated Shadow Defender uses Reproach.
Animated Shadow Defender hits bull for 190 mind damage.
Bull uses To The Arms.
bull misses Shadow.
Something hits bull for 0 fire damage.
Bleeding from Bull hits Shadow for 9 physical damage.
Melee retaliation hits Shadow for 2 nature, 10 fire (12 total damage).
Burning from Bull hits Shadow for 39 fire damage.
Animated Shadow Defender uses Willful Strike.
Animated Shadow Defender hits bull for 78 physical damage.
bull the level 21 orc sawbutcher was bled to death by a Animated Shadow Defender on level 1 of Hidden Vault - Ritch Hive (3).
Bull's saw motors are back to normal.
Bull no longer hears the hateful whisper.
Bull deactivates Tempest of Metal.
Bull deactivates Overheat Saws.
Bull deactivates Grinding Shield.
Bull is free from the hex.
Bull deactivates Furnace.