



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! 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:
Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Items Vault 1.7.6Donators/Buyers bonus! 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 27 / 16% |
| Size | gargantuan |
| Lifes / Deaths | Killed by whitehoof ghoul at level 27 on the 7th Revenge 124th year of Ascendancy at 12:02 / 1 |
Primary Stats
| Strength | 151 (base 57) |
| Dexterity | 10 (base 10) |
| Constitution | 46 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 69 (base 52) |
Resources
| Life | -415/869 |
| Steam | 80/100 |
| Healing Factor | 1.4372046823092 |
| Regeneration | 18.105150400678 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 163 |
| Accuracy | 38 |
| Crit Chance | 36% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 78 |
| Accuracy | 38 |
| Crit Chance | 35% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +40% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Mind | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 26 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 20 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Lightning | + 33%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 44% |
| Knockback Resistance | 74% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Strength 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: 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: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.42 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 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 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 |
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. | 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 |
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 | wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats Str +3, Cun +2, Con +5 defense ------ Armor +4 Fatigue +3% Physical save +14 (+5 eff.) Mind save +10 (+5 eff.) other ------- Talents +1 Rocket Boots Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Zeryyon1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Str +7, Dex +2, Wil +5 offense ------ Physical Crit +2.0% Damage +8% mind Accuracy +10 (+3 eff.) defense ------ Unlife -20.00 life other ------- Psi when Hit +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shimmerknight the hardened leather hat (7 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Cun +4 offense ------ Damage +3% mind Ignore resists +10% nature, +10% mind Accuracy +7 (+2 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+3 eff.) Fatigue +3% Resistance +21% lightning A hat made of leather. Very stylish. |
| On hands | hardened leather gloves 'Naturesorrow' (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 cold Damage +5% cold defense ------ Armor +2 Resistance +6% nature, +7% cold Crit Resistance 5.00% Unlife -60.00 life Disease Resist +10% Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +2 Spring Grapple Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 ice On Hit: 10% Ice Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats Cun +5 offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | titan's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats Con +3 defense ------ Physical save +6 (+2 eff.) Blind Resist +25% other ------- Infravision +3 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
| On fingers | warrior's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats Str +3 offense ------ Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Armor +6 Defense +9 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | stabilizing steel amulet of mastery (0.12 Steamtech / Automated butchery)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% temporal Pinning Resist +24% Knockbk Resist +24% other ------- Masteries +0.12 Steamtech/Automated butchery Amulets make your neck look great! |
| In main hand | elemental dwarven-steel steamsaw of massacre (26-40 power, 8 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 26.5 - 39.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +11.0% Attack Speed 100% Block +44 On Hit: * Create an explosion dealing 15 cold damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +5% cold Ignore resists +5% cold defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- 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 | insulating rough leather belt of the giants 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +4 (+1 eff.) defense ------ Resistance +5% fire, +5% cold Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
| In off hand | steel steamsaw 'Siloldatira' (24-35 power, 8 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +10.0% Attack Speed 100% Block +22 Uses 1.0 Steam While equipped: Stats Str +1, Dex +1, Mag +2, Cun +2 defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +3% mind other ------- Psi when Hit +0.20 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 | cashmere cloak 'Hazequell' (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +30% cold When Hit 10 cold defense ------ Defense +2 (+1 eff.) Resistance +12% blight, +6% cold +12% nature, +12% lightning Life Regen +7.00 Healmod +13% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats Str +5, Con +3 defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+4 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance 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. |
magewarrior's short ash starstaff (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Ego+] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +6 (+1 eff.) Spellpower +12 (+10 eff.) Damage +15% physical Accuracy +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Nera the Dawndream (26-36 power, 7 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.5% Attack Speed 100% On-hit +14 mind, +16 item expose On-crit, radius 2 +4 light On Hit: * 16% chance to reduce all saves and defense by 20 While equipped: Stats Cun +4, Wil +3 offense ------ Physical Power +15 (+4 eff.) defense ------ Life +20.00 Healmod +10% Pinning Resist +10% One-handed war axes. |
Emelumira (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +4, Mag +4, Con +3, Lck +7 offense ------ Mind Crit +2% Critical power +10.00% defense ------ Armor +3 Resistance +9% light, +3% acid Stealth +8 A pair of boots made of leather. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) 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. |
hardened steel plate armour of Eyal (0 def, 15 armour)17.0 Encumbrance T2 massive armor [Ego++] Nature/Master While equipped: defense ------ Armor +15 Fatigue +22% Resistance +6% acid, +5% physical +5% cold, +7% lightning +5% fire Life +26.00 Life Regen +3.00 Healmod +10% A suit of armour made of metal plates. |
16 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
44 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
59 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
63 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
Bregulechak (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 defense ------ Defense +5 (+2 eff.) Resistance +5% arcane, +3% temporal other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance 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. |
8 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+2 eff.) Healmod +10% other ------- 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. |
Automated Portable Extractor0.0 Encumbrance 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. |
12 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
47 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Abomaman the Kruk Yeti Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 01:20 see stats
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Abomaman the Kruk Yeti Sawbutcher level 16
34th Retaking 124th year of Ascendancy at 16:51 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Abomaman the Kruk Yeti Sawbutcher level 11
21st Retaking 124th year of Ascendancy at 05:30 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Abomaman the Kruk Yeti Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 18:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Abomaman the Kruk Yeti Sawbutcher level 20
37th Retaking 124th year of Ascendancy at 01:55 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Abomaman the Kruk Yeti Sawbutcher level 25
51st Retaking 124th year of Ascendancy at 09:09 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Abomaman the Kruk Yeti Sawbutcher level 19
36th Retaking 124th year of Ascendancy at 12:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Abomaman the Kruk Yeti Sawbutcher level 16
30th Retaking 124th year of Ascendancy at 17:42 see stats
Log
Talent Spinal Break is ready to use.
Poison from Iveselaith the whitehoof ghoul hits Abomaman for 11 nature damage.
Something hits Abomaman for 0 physical, 59 darkness, 52 physical, 59 darkness, 98 acid (268 total damage).
Something misses Abomaman.
Iveselaith the whitehoof ghoul casts Rune: Manasurge.
Iveselaith the whitehoof ghoul starts to surge mana.
Talent Saw Wheels is ready to use.
Poison from Iveselaith the whitehoof ghoul hits Abomaman for 0 nature damage.
Abomaman activates Saw Wheels.
Iveselaith the whitehoof ghoul casts Congeal Time.
Mirror Image (Iveselaith the whitehoof ghoul) casts Congeal Time.
Iveselaith the whitehoof ghoul receives 36 healing from Temporal Restoration Field.
Abomaman is confused and fails to use Attack.
Poison from Iveselaith the whitehoof ghoul hits Abomaman for 11 nature damage.
Something hits Abomaman for 41 physical damage.
Abomaman slows down.
Iveselaith the whitehoof ghoul receives 36 healing from Temporal Restoration Field.
Abomaman is moving at extreme speed!
Abomaman stops being poisoned.
Abomaman seems more focused.
Talent Block is ready to use.
The fabric of time around Iveselaith the whitehoof ghoul returns to normal.
Melee retaliation hits Whitehoof ghoul for (14 flat reduction), 0 cold (0 total damage).
Whitehoof ghoul hits Abomaman for 87 physical damage.
Abomaman the level 27 kruk yeti sawbutcher was mutilated to death by a whitehoof ghoul on level 2 of Krimbul Territory.

























































































