














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Easy Exploration |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 32 / 44% |
Size | huge |
Lifes / Deaths | Killed by sun-mage at level 13 on the 26th Retaking 124th year of Ascendancy at 12:58 / 8Killed by armoured skeleton warrior at level 15 on the 46th Retaking 124th year of Ascendancy at 11:24 Killed by Risthrinhro the shalore at level 19 on the 14th Revenge 124th year of Ascendancy at 06:42 Killed by Khriad the shalore at level 19 on the 22nd Revenge 124th year of Ascendancy at 13:12 Killed by Cyaas the shalore at level 19 on the 22nd Revenge 124th year of Ascendancy at 13:24 Killed by Elukira the ritch hive mother at level 28 on the 27th Pain 124th year of Ascendancy at 19:28 Killed by Layelerin the ritch hunter at level 28 on the 27th Pain 124th year of Ascendancy at 22:07 Killed by Gruck at level 31 on the 7th Dearth 124th year of Ascendancy at 17:14 |
Primary Stats
Strength | 109 (base 34) |
Dexterity | 30 (base 10) |
Constitution | 79 (base 48) |
Magic | 9 (base 10) |
Willpower | 17 (base 10) |
Cunning | 72 (base 50) |
Resources
Life | 1115/1115 |
Steam | 100/100 |
Healing Factor | 1.4168020097746 |
Regeneration | 0.35420050244366 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
Offense: Mainhand
Damage | 168 |
Accuracy | 51 |
Crit Chance | 25% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | 64 |
Accuracy | 51 |
Crit Chance | 23% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.5 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +10% |
Blight | +12% |
Physical | +26% |
Fire | +22% |
All | 0% |
Offense: Damage Penetration
Lightning | +11% |
Light | +26% |
Darkness | +11% |
Physical | +38% |
Fire | +31% |
All | +6% |
Defense: Base
Armour (hardiness) | 38 (30%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 14 |
Mental Save | 34 |
Defense: Resistances
Acid | + 28%( 70%) |
Light | + 20%( 70%) |
Blight | + 32%( 70%) |
Cold | + 32%( 70%) |
Fire | + 27%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 40% |
Inscriptions (3/3)
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 10.6 steam per turn. Can be activated for an instant burst of 53 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 147% efficiency and cooldown mod of 85%. 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 146% efficiency and cooldown mod of 79%. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Furnace |
talent | Tempest of Metal |
talent | Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * 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 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 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 |
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 |
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'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 eight yetis (will be available to summon at level 20). | 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% fire / +7% cold Changes resistances penetration: +5% darkness / +20% light Changes damage: +9% darkness Talent granted: +1 Rocket Boots Mental save: +3 (+1 eff.) Maximum hate: +6.00 Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +9.5% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 186 physical damage On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances: +3% all Changes resistances penetration: +6% all Spell save: +5 (+5 eff.) Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +4% Changes stats: +2 Dex / +2 Wil / +3 Cun Changes resistances: +5% blight Mental save: +8 (+4 eff.) Silence immunity: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +8 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +4 Dex Changes damage: +5% physical Talent granted: +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 2 lightning Changes stats: +2 Str / +2 Cun / +5 Con Changes resistances penetration: +5% lightning Changes damage: +9% physical Critical mult.: +13.00% Physical save: +6 (+2 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +12% blight Changes damage: +12% blight Maximum encumbrance: +21 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+3 eff.) Steam each 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 | ![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 51.0 - 76.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +101 Damage (Melee): +18 darkness / +20 cold Damage against: +5% Living Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +6 Dex Talent granted: +3 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 | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +9 Armour: +4 Defense: +31 (+10 eff.) Fatigue: +8% Changes resistances: +12% acid / +3% fire / +3% light Changes resistances penetration: +7% physical Talent granted: +2 Block Silence immunity: +10% 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +10 (+3 eff.) Defense: +22 (+7 eff.) Changes stats: +1 Str / +5 Dex / +4 Wil / +3 Con Physical save: +7 (+2 eff.) Maximum life: +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() balanced dwarven-steel steamsaw (22-33 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.0 - 33.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +47 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +4 Defense: +14 (+5 eff.) Fatigue: +8% Talent granted: +2 Block Disarm immunity: +28% 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! |
![]() dwarven-steel waraxe of torment (20-29 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-5 eff.) 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 16] simple frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 147% efficiency and 85% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 198] simple healing salve [power 198]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 147% efficiency and 85% cooldown modifier. It can be used to heal 198 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help Activation costs 1 power out of 8/8. Call a trained yeti to your side. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() extending yew totem of stinging [power 266] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Burning from Mindwall hits Gruck for 0 fire damage.
Mindwall converts some damage to Psi!
Mindwall receives 6 healing (5 psi heal).
Bleeding from Gruck hits Mindwall for (14 blocked), 41 to psi, 77 physical (118 total damage).
Gruck performs a melee critical strike against Mindwall!
Quest 'Children of Garkul, Unite!' status updated! (Press 'j' to see the quest log)
Welcome to level 32 [Gruck].
Gruck has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Mindwall converts some damage to Psi!
Gruck hits Mindwall for (14 blocked), 16 to psi, 478 physical (494 total damage).
Gruck killed Mindwall!
Gruck stops burning.
Gruck picks up (h.): dwarven-steel waraxe of torment (20-29 power, 4 apr).
Gruck picks up (A.): extending yew totem of stinging [power 266] (15 cooldown).
Gruck picks up (h.): balanced dwarven-steel steamsaw (22-33 power, 0 apr).
Gruck picks up (h.): Inertial Twine.
Lore found: Inertial Twine
You can read all your collected lore in the game menu, by pressing Escape.
Gruck's saw motors are back to normal.
Talent Bloodstream is ready to use.
Talent Spinal Break is ready to use.
Talent To The Arms is ready to use.
Talent Overcharge Saws is ready to use.
Saving game...
Saving done.