
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.0Official 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! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.7.0Official 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 1.7.2This 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Insane Adventure |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 20 / 64% |
Size | medium |
Lifes / Deaths | Killed by Scunt Morrison the Orc's Inner Demon at level 20 on the 47th Retaking 124th year of Ascendancy at 22:21 4 / 1 |
Primary Stats
Strength | 66 (base 48) |
Dexterity | 22 (base 10) |
Constitution | 27 (base 11) |
Magic | 9 (base 10) |
Willpower | 15 (base 10) |
Cunning | 48 (base 40) |
Resources
Life | 576/576 |
Steam | 80/80 |
Healing Factor | 1.5886945338482 |
Regeneration | 6.7519517688549 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 100 |
Accuracy | 45 |
Crit Chance | 15% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 45 |
Crit Chance | 13% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.5 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Fire | +32% |
All | 0% |
Defense: Base
Armour (hardiness) | 51.08934837382 (86.151787968034%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 54 |
Physical Save | 40 |
Spell Save | 20 |
Mental Save | 23 |
Defense: Resistances
Cold | + 45%( 70%) |
Lightning | + 21%( 70%) |
Light | + 9%( 70%) |
Nature | + 27%( 70%) |
Blight | + 33%( 70%) |
Physical | + 14%( 70%) |
Fire | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 60% |
Bleed Resistance | 40% |
Confusion Resistance | 25% |
Instadeath Resistance | 100% |
Stun Resistance | 60% |
Poison Resistance | 53% |
Knockback Resistance | 10% |
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 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Constitution 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 96% efficiency and cooldown mod of 63%. Its effects scale with your Willpower 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: 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. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Grinding Shield |
talent | Tempest of Metal |
talent | Mow Down |
talent | Overheat Saws |
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. | 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'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 0/8 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 | ![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Phys.save +6 (+2 eff.) Pinning- +60% Knockbk- +10% Teleport- +100% These boots have a 9% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (67 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (115 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. 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 47.63 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.63 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 | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +0 Cun +3 Con dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Mind.save +0 (+0 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 | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+2 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Phys.save +7 (+2 eff.) Spell.save +12 (+6 eff.) ---------- misc Talents +2 Spring Grapple Cooldown Double Strike -1 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +14 Crit +14.0% Atk.spd 83% On Hit: 10% Set Up 3 On Hit: * 12% chance to slow global speed by 42% * 10% chance to reduce armor by 10% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +25% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 physical Ranged+ 10 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 17 On Hit (Ranged): * 11% chance to reduce all saves and defense by 17 ----- def ----- Resists +7% nature +6% blight Poison- +13% Disease- +13% ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 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? |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +69 On Hit: * splashes acid on your target dealing 32 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +14% physical Shield.near.proj +10 Proj.slow +15% ---------- 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 [Rare] Nature/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Melee+ +6 nature +16 lightning On Hit.r1 +12 lightning On Hit: * splashes acid on your target dealing 41 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +9% light +3% lightning ---------- misc Light +2 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 [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning Max.HP +32.00 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) Melee Ret 0 physical ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire HP.reg +4.00 Heal.mod +30% Poison- +40% Disease- +40% Cut- +40% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
![]() 0.1 T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 87%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +12% mind Confus- +23% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +7 (+4 eff.) Confus- +12% ---------- misc Masteries +0.10 Cunning/Survival +0.10 Steamtech/Butchery Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex ----- def ----- Phys.save +12 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +14 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% nature Acc +4 (+1 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +1 Cun +2 Con dps ---------- Melee+ 9 physical Ranged+ 12 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 17 On Hit (Ranged): * 10% chance to reduce all saves and defense by 17 ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +18.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 37.42 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +8 darkness On Crit.r2 +12 darkness While equipped: Stats +6 Mag dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +7% darkness Res.pen +7% darkness ----- def ----- Resists +6% darkness +6% mind Blind- +12% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 On Hit.r1 +7 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +3% temporal Res.pen +5% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +23% 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! |
![]() 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: Stats +4 Str +3 Dex dps ---------- Acc +4 (+1 eff.) ----- 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! |
![]() 3.0 T2 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) 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: Stats +1 Str +2 Wil dps ---------- Dmg.mod +5% physical Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +10% physical Shield.near.proj +27 Proj.slow +10% ---------- 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! |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 28.80 to 36.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +11% all Poison- +25% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +1 Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 6 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +5% arcane Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T1 head armor [Unique] Steamtech While equipped: Stats +0 Cun dps ---------- Mind.crit +9% Mind.pwr +9 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 8/8 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. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 8 fire Dmg.mod +3% temporal Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +21 Defense +20 (+10 eff.) Fatigue +8% Resists +10% acid +16% physical +3% temporal +8% cold +3% mind +42% fire ---------- misc Breathe water A suit of armour made of leather. |
![]() 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 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 59% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
potent fiery salve [power 14] potent fiery salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 14] potent frost salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 182] potent healing salve [power 182]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 182 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 0.0 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. |
![]() 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. |
![]() 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. |
![]() 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. |
Achievements
By Scunt Morrison the Orc the Orc Sawbutcher level 11
18th Retaking 124th year of Ascendancy at 15:35 see stats
By Scunt Morrison the Orc the Orc Sawbutcher level 14
25th Retaking 124th year of Ascendancy at 23:41 see stats
By Scunt Morrison the Orc the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 20:40 see stats
By Scunt Morrison the Orc the Orc Sawbutcher level 20
39th Retaking 124th year of Ascendancy at 19:13 see stats
By Scunt Morrison the Orc the Orc Sawbutcher level 17
36th Retaking 124th year of Ascendancy at 17:50 see stats
By Scunt Morrison the Orc the Orc Sawbutcher level 17
35th Retaking 124th year of Ascendancy at 19:13 see stats
Log
Ritch centipede is on fire!
Ritch centipede is corroded.
Ritch centipede's is vulnerable to attacks and effects!
Scunt Morrison the Orc hits Ritch larva for 12 lightning damage.
Scunt Morrison the Orc hits Ritch centipede for 111 physical, 14 fire, 11 physical, 42 acid, 56 physical, 6 nature, 16 lightning, 14 fire, 11 physical, 12 lightning (294 total damage).
Tempest of Metal hits Ritch larva for 12 lightning damage.
Tempest of Metal hits Ritch centipede for 33 physical, 14 fire, 11 physical, 14 physical, 6 nature, 16 lightning, 14 fire, 11 physical, 12 lightning, 42 acid (173 total damage).
Ritch centipede hits Scunt Morrison the Orc for 3 blight damage.
You collect a new ingredient: ritch stinger (1).
Burning from Scunt Morrison the Orc hits Ritch centipede for 19 fire damage.
Burning from Scunt Morrison the Orc killed Ritch centipede!
You collect a new ingredient: ritch stinger (1).
Scunt Morrison the Orc hits Ritch larva for 133 physical damage.
Scunt Morrison the Orc killed Ritch larva!
Ritch larva performs a diseased attack against Scunt Morrison the Orc.
Scunt Morrison the Orc shrugs off Ritch larva's 'Rotting Disease'!
Talent Saw Wheels is ready to use.
Ritch larva hits Scunt Morrison the Orc for 2 blight damage.
Scunt Morrison the Orc performs a melee critical strike against Ritch larva!
You collect a new ingredient: ritch stinger (1).
Scunt Morrison the Orc hits Ritch larva for 173 physical damage.
Scunt Morrison the Orc killed Ritch larva!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the north (ritch larva - offscreen)).