
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Normal Adventure |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 35 / 66% |
Size | medium |
Lifes / Deaths | Killed by dread at level 21 on the 16th Pain 124th year of Ascendancy at 13:01 0 / 8Killed by Islywyn the ritch hunter at level 25 on the 20th Pain 124th year of Ascendancy at 00:18 Killed by Glonor the steam giant gunslinger at level 27 on the 30th Pain 124th year of Ascendancy at 14:55 Killed by Steakhaché's Inner Demon at level 35 on the 16th Dearth 124th year of Ascendancy at 05:55 Killed by Steakhaché's Inner Demon at level 35 on the 16th Dearth 124th year of Ascendancy at 07:01 Killed by Xanata the sunwall vindicator at level 35 on the 50th Dearth 124th year of Ascendancy at 14:59 Killed by temporal hound at level 35 on the 50th Dearth 124th year of Ascendancy at 16:30 Killed by corrupted steam giant berserker at level 35 on the 8th Loss 124th year of Ascendancy at 01:25 |
Primary Stats
Strength | 81 (base 55) |
Dexterity | 38 (base 28) |
Constitution | 37 (base 11) |
Magic | 14 (base 10) |
Willpower | 16 (base 10) |
Cunning | 65 (base 60) |
Resources
Life | -290/1068 |
Steam | 100/100 |
Healing Factor | 1.9145258478005 |
Regeneration | 18.374614421238 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.5543122344752E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
See Stealth | 5 |
See Invisible | 13 |
Offense: Mainhand
Damage | 119 |
Accuracy | 57 |
Crit Chance | 26% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 57 |
Crit Chance | 24% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Physical | +21% |
Acid | +18% |
Nature | +16% |
All | +8% |
Offense: Damage Penetration
Blight | +10% |
Acid | +15% |
Fire | +5% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 38 (55%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 35 |
Physical Save | 52 |
Spell Save | 44 |
Mental Save | 36 |
Defense: Resistances
Acid | + 67%( 80%) |
Blight | + 60%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 70%( 70%) |
All | + 24%( 70%) |
Darkness | + 30%( 70%) |
Light | + 30%( 70%) |
Temporal | + 29%( 70%) |
Physical | + 34%( 75%) |
Lightning | + 40%( 70%) |
Fire | + 63%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 14% |
Poison Resistance | 100% |
Blind Resistance | 34% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 96%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
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 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 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. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 |
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 Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +10% physical +5% fire Acc +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +3% Resists +8% acid +27% fire +10% lightning +8% cold Phys.save +12 (+4 eff.) Spell.save +9 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) Blind- +34% Confus- +14% ---------- misc Light +8 See.Stealth +5 See.Invis +13 Track: Puts all charms on 40 cooldown Level 4.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% ---------- misc Light +5 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Talents +4 Fatal Attractor Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 30% Cun, 30% Dex, 60% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 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 (+3 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 | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Dex dps ---------- Res.pen +10% blight Acc +16 (+4 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +7% blight +6% temporal +7% nature Poison- +16% Disease- +10% ---------- misc Mana/s.crit +1.00 Max.vim +30.00 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 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+6 eff.) Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 144% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +54 On Hit: * splashes acid on your target dealing 37 damage and reducing their armor On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: Stats +1 Con dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +5% arcane +12% fire ---------- 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 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 110% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +36 20% chance of physical repulsion Uses 1.0 Steam When used to Attack: Melee+ +12 acid While equipped: Stats +2 Wil +1 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 16% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +28% acid +17% cold +3% lightning Cut- +20% ---------- 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 T3 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.crit +2% ----- def ----- Defense +2 (+1 eff.) Resists +13% blight +10% cold +26% nature +5% arcane Crit.dmg- 15.00% HP.reg +3.00 Heal.mod +31% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +8% all ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Resists +8% lightning +8% darkness +8% light +7% blight +7% fire +8% cold +11% all Phys.save +13 (+5 eff.) Spell.save +24 (+8 eff.) Mind.save +12 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 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/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.10 Steamtech/Chemistry Amulets make your neck look great! |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 138% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 darkness Against +9% Living On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +32 acid +33 nature On Hit: * 20 arcane resource burn While equipped: Stats +4 Dex +2 Cun dps ---------- Phys.spd +10% Res.pen +12% acid +19% nature Acc +18 (+5 eff.) Apr +9 ----- def ----- Resists +5% arcane ---------- misc Light +3 Infravis +3 Sharp, long, and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Master/Psionic Power 142% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +9% physical Acc +9 (+2 eff.) Apr +5 One-handed war axes. |
![]() 3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Nature/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +75 Melee+ +10 blight On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 6 Uses 1.0 Steam While equipped: Stats +5 Con +9 Wil ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +10% blight Max.HP +58.00 Disease- +19% ---------- 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! It was hardened by the digestive sack. |
![]() 2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +18% temporal ----- def ----- Resists +13% all +18% temporal Spell.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% 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. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Res.pen +25% physical Acc +10 (+3 eff.) ----- def ----- Armour +16 Fatigue +22% Resists +22% fire +9% mind +2% physical ---------- misc Stam/turn +3.00 A suit of armour made of metal plates. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +6% fire Apr +2 ----- def ----- Armour +9 Phys.save +6 (+2 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +9 Dex +3 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +5% cold A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 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 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
![]() 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Unique] 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. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
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 131] simple healing salve [power 131]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 131 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] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Steakhaché the Whitehoof Sawbutcher level 28
36th Pain 124th year of Ascendancy at 03:13 see stats
By Steakhaché the Whitehoof Sawbutcher level 12
34th Retaking 124th year of Ascendancy at 09:56 see stats
By Steakhaché the Whitehoof Sawbutcher level 28
33rd Pain 124th year of Ascendancy at 23:40 see stats
By Steakhaché the Whitehoof Sawbutcher level 10
17th Retaking 124th year of Ascendancy at 01:44 see stats
By Steakhaché the Whitehoof Sawbutcher level 20
48th Retaking 124th year of Ascendancy at 12:39 see stats
By Steakhaché the Whitehoof Sawbutcher level 30
1st Dearth 124th year of Ascendancy at 06:09 see stats
By Steakhaché the Whitehoof Sawbutcher level 33
9th Dearth 124th year of Ascendancy at 20:13 see stats
By Steakhaché the Whitehoof Sawbutcher level 29
1st Dearth 124th year of Ascendancy at 00:38 see stats
By Steakhaché the Whitehoof Sawbutcher level 17
46th Retaking 124th year of Ascendancy at 15:51 see stats
By Steakhaché the Whitehoof Sawbutcher level 23
18th Pain 124th year of Ascendancy at 17:50 see stats
By Steakhaché the Whitehoof Sawbutcher level 34
9th Dearth 124th year of Ascendancy at 22:32 see stats
By Steakhaché the Whitehoof Sawbutcher level 16
45th Retaking 124th year of Ascendancy at 02:38 see stats
Log
Corrupted steam giant berserker uses Telekinetic Smash.
Corrupted steam giant berserker performs a melee critical strike against Steakhaché!
Corrupted steam giant berserker shrugs off the effect 'Armor Corroded'!
Steakhaché shrugs off the effect 'Stunned'!
Corrupted steam giant berserker hits Steakhaché for (26 flat reduction), 0 physical, (26 flat reduction), 0 fire, (19 flat reduction), 0 physical, (43 flat reduction), 33 physical, (28 flat reduction), 0 fire, (37 flat reduction), 0 fire, (18 flat reduction), 0 physical (33 total damage).
Corrupted steam giant berserker is no longer surging arcane power.
Burning from Steakhaché hits Corrupted steam giant berserker for (21 to psi shield), 32 fire (32 total damage).
Bleeding from Steakhaché hits Corrupted steam giant berserker for (12 to psi shield), 18 physical (18 total damage).
Corrupted steam giant berserker's Beyond the Flesh hits Steakhaché for (43 flat reduction), 0 physical, (21 flat reduction), 0 fire, (18 flat reduction), 0 physical (0 total damage).
Steakhaché has finished recovering.
Steakhaché resists the knockback!
Steakhaché resists the knockback!
Corrupted steam giant berserker's light area effect hits Steakhaché for (43 flat reduction), 11 light (11 total damage).
Corrupted steam giant berserker's prismatic repulsion area effect hits Steakhaché for (14 flat reduction), 0 light, (17 flat reduction), 0 darkness (0 total damage).
Corrupted steam giant berserker's prismatic repulsion area effect hits Steakhaché for (13 flat reduction), 0 light, (21 flat reduction), 0 darkness (0 total damage).
Corrupted steam giant berserker fumbles and fails to use Moonlight Ray, injuring himself!
Fumble from Steakhaché hits Corrupted steam giant berserker for (43 to psi shield), 65 physical (65 total damage).
Corrupted steam giant berserker stops burning.
Bleeding from Steakhaché hits Corrupted steam giant berserker for (12 to psi shield), 18 physical (18 total damage).
Corrupted steam giant berserker's Beyond the Flesh hits Steakhaché for (43 flat reduction), 18 physical, (20 flat reduction), 0 fire, (15 flat reduction), 0 physical (18 total damage).
Steakhaché resists the knockback!
Steakhaché resists the knockback!
Corrupted steam giant berserker's light area effect hits Steakhaché for 0 light damage.
Corrupted steam giant berserker's prismatic repulsion area effect hits Steakhaché for 0 light, 13 darkness (13 total damage).
Corrupted steam giant berserker's prismatic repulsion area effect hits Steakhaché for 12 light, 0 darkness (12 total damage).
Corrupted steam giant berserker casts Moonlight Ray.
Corrupted steam giant berserker hits Steakhaché for 195 darkness damage.
Steakhaché the level 35 whitehoof sawbutcher was swallowed by the void to death by corrupted steam giant berserker on level 1 of Steam Quarry.