Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Showing Items Tier in Inventory 1.7.2This 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 Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Orc |
Class | Sawbutcher |
Level / Exp | 23 / 34% |
Size | medium |
Lifes / Deaths | Killed by High Guard Talosis at level 11 on the 30th Retaking 124th year of Ascendancy at 15:02 0 / 6Killed by umbral horror at level 19 on the 27th Pain 124th year of Ascendancy at 08:13 Killed by Zubiwen the ritch hunter at level 21 on the 28th Pain 124th year of Ascendancy at 22:49 Killed by Augvorr the human at level 21 on the 12nd Dearth 124th year of Ascendancy at 23:56 Killed by Xoba the whitehoof ghoul at level 22 on the 27th Dearth 124th year of Ascendancy at 05:12 Killed by fearful symmetry at level 23 on the 33rd Dearth 124th year of Ascendancy at 13:41 |
Primary Stats
Strength | 58 (base 50) |
Dexterity | 16 (base 12) |
Constitution | 20 (base 13) |
Magic | 15 (base 10) |
Willpower | 22 (base 10) |
Cunning | 51 (base 40) |
Resources
Life | -307/645 |
Steam | 100/100 |
Healing Factor | 1.2870588855782 |
Regeneration | 9.331176920442 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
Offense: Mainhand
Damage | 91 |
Accuracy | 43 |
Crit Chance | 23% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 43 |
Crit Chance | 14% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
All | 0% |
Physical | +8% |
Darkness | +3% |
Nature | +8% |
Offense: Damage Penetration
Nature | +12% |
Cold | +12% |
Fire | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 27 |
Physical Save | 44 |
Spell Save | 21 |
Mental Save | 27 |
Defense: Resistances
Blight | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 39%( 70%) |
All | 0%( 70%) |
Darkness | + 9%( 70%) |
Temporal | + 11%( 70%) |
Physical | + 3%( 70%) |
Lightning | + 65%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Stun Resistance | 50% |
Poison Resistance | 40% |
Knockback Resistance | 23% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. |
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 90%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 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 Erúan 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 |
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 |
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'Haïb 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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 3/8 yetis. | 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 | pair of dwarven-steel boots 'Yvutta' (10 def, 7 armour) pair of dwarven-steel boots 'Yvutta' (10 def, 7 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +7 Defense +10 (+5 eff.) Fatigue +3% Resists +6% lightning +3% physical +6% darkness +5% arcane +9% nature ---------- misc Infravis +3 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 | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 1/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 40.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 40.69 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 5/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
On hands | brawler's rough leather gloves of butchering (0 def, 1 armour) brawler's rough leather gloves of butchering (0 def, 1 armour) 1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Str +3 Dex +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+1 eff.) Apr +5 ----- def ----- Armour +1 Resists +5% blight Phys.save +6 (+2 eff.) Spell.save +10 (+5 eff.) ---------- misc Talents +3 Project Saw Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | soothing ash wand of shielding [power 176] (20 cooldown) soothing ash wand of shielding [power 176] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +11% lightning Res.pen +10% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +22% lightning Max.HP +20.00 Disarm- +22% Pinning- +24% Knockbk- +23% 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 | copper amulet of cunning (+3) copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
In main hand | arcing dwarven-steel steamsaw of massacre (30-45 power, 8 apr) arcing dwarven-steel steamsaw of massacre (30-45 power, 8 apr) 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +11.0% Atk.spd 100% Block +43 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- 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 | Sleethash Sleethash1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag dps ---------- Res.pen +5% cold Melee Ret 2 cold On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +10 Defense +8 (+4 eff.) Resists +7% lightning +11% temporal +6% nature +12% cold Phys.save +17 (+5 eff.) ---------- misc Mana/turn +0.20 Max.mana +37.00 A belt that goes around your waist. |
In off hand | Scabdash the steel steamsaw (16-24 power, 0 apr) Scabdash the steel steamsaw (16-24 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 On Hit.r1 +4 nature +60 20% chance of physical repulsion On Hit: * 10% chance to slow global speed by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% darkness Res.pen +5% nature On shield block: * Deals 121 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +3% darkness +12% 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 | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +30% lightning +15% cold Phys.save +10 (+3 eff.) Stun/Frz- +50% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+5 eff.) Fatigue +7% Max.HP +40.00 HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
medical injector implant of the titan (efficiency 94% / cooldown 81%) medical injector implant of the titan (efficiency 94% / cooldown 81%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 94% efficiency and cooldown mod of 81%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 7) steam generator implant of the duelist (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion (die at -100; dur 8; cd 34) heroism infusion (die at -100; dur 8; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 200 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 574%; cd 10) movement infusion of the warrior (speed 574%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 574% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 175; 17 cd) regeneration infusion of the titan (heal 175; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 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. |
schematic: Flare Shell schematic: Flare Shell0.1 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. |
schematic: Healing Salve schematic: Healing Salve0.1 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. |
schematic: Iron Grip schematic: Iron Grip0.1 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. |
marksman's steel ring of fire (+22%) marksman's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+2 eff.) ----- def ----- Resists +22% fire Rings make your fingers look great! |
slime-covered dwarven-steel dagger (15-20 power, 7 apr) slime-covered dwarven-steel dagger (15-20 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Disrupt Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 50% Sharp, short and deadly. |
acidic steel steamsaw of shearing (16-25 power, 0 apr) acidic steel steamsaw of shearing (16-25 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +5 (+1 eff.) Apr +6 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
hardened leather belt 'Charwisp' hardened leather belt 'Charwisp'1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +11 (+5 eff.) Resists +3% acid +3% fire +6% cold Stealth +10 Disease- +20% ---------- misc Infravis +1 A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [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. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
corrosive dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) corrosive dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 acid Dmg.mod +5% acid Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% acid 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. |
dwarven-steel mail armour 'Flashward' (3 def, 8 armour) dwarven-steel mail armour 'Flashward' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% lightning Res.pen +25% cold ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +19% acid +6% lightning ---------- misc Infravis +3 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of fire resistance (3 def, 14 armour) impenetrable dwarven-steel mail armour of fire resistance (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +14 Defense +3 (+2 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
hardened leather armour of lightning resistance (9 def, 6 armour) hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +22% lightning A suit of armour made of leather. |
blazing quiver of ash arrows of wind (16/16, 22-30 power, 7 apr) blazing quiver of ash arrows of wind (16/16, 22-30 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Proj.spd +200% Ranged+ +14 fire On Crit.r2 +8 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 148 physical damage Arrows are used with bows to pierce your foes to death. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable Extractor0.0 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. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 127] simple healing salve [power 127]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 127 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
steel grounding strap steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+3 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
evasive elm totem of healing [power 116] (15 cooldown) evasive elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.0 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. |
citrine citrine0.0 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. |
3 zircon 3 zircon0.0 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. |
Achievements
By Piła the Orc Sawbutcher level 14
14th Revenge 124th year of Ascendancy at 17:43 see stats
By Piła the Orc Sawbutcher level 10
20th Retaking 124th year of Ascendancy at 07:46 see stats
By Piła the Orc Sawbutcher level 20
27th Pain 124th year of Ascendancy at 17:40 see stats
By Piła the Orc Sawbutcher level 21
28th Pain 124th year of Ascendancy at 20:12 see stats
By Piła the Orc Sawbutcher level 17
9th Pain 124th year of Ascendancy at 16:46 see stats
Log
Luminous horror hits Piła for 28 fire damage.
Luminous horror hits Piła for 29 fire, 79 light (108 total damage).
Piła receives 234 healing.
Sanity Warp hits Piła for 18 darkness damage.
Large brown snake hits Piła for 17 physical damage.
Melee retaliation hits Large brown snake for 2 cold damage.
Dark Whispers from Fearful symmetry hits Piła for 24 darkness damage.
Luminous horror's light area effect hits Piła for 40 light damage.
Luminous horror's light area effect hits Piła for 40 light damage.
Multi-hued drake hatchling misses Piła.
Piła's Inner Demon uses Spinal Break.
Piła's Inner Demon misses Piła.
Piła starts to bleed.
Piła is on fire!
Piła is frozen to the ground!
Tempest of Metal performs a melee critical strike against Piła!
Piła slows down.
Tempest of Metal misses Piła.
Piła deactivates Tempest of Metal.
Melee retaliation hits Piła's Inner Demon for (1 blocked), 0 cold, (1 blocked), 0 cold (0 total damage).
Tempest of Metal hits Piła for 103 physical, 9 fire (112 total damage).
Piła's Inner Demon hits Piła for 30 physical, 9 fire, 2 nature, 0 cold (41 total damage).
Luminous horror casts Healing Light.
Luminous horror receives 150 healing.
Dark Whispers from Fearful symmetry hits Piła for 11 darkness damage.
Burning from Piła's Inner Demon hits Piła for 7 fire damage.
Bleeding from Piła's Inner Demon hits Piła for 16 physical damage.
Piła the level 23 orc sawbutcher was swallowed by the void to death by a fearful symmetry on level 1 of Ruins of a lost city.