















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 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. 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:
Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. 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 1.7.0This 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 ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Semi-Roguelike (mild) |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 32 / 75% |
| Size | big |
| Lifes / Deaths | Killed by orc high cryomancer (subdued) at level 32 on the 5th Pain 124th year of Ascendancy at 17:08 / 1 |
Primary Stats
| Strength | 107 (base 50) |
| Dexterity | 45 (base 44) |
| Constitution | 22 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 53 (base 40) |
Resources
| Life | -298/1013 |
| Steam | 80/100 |
| Healing Factor | 1.2924166372473 |
| Regeneration | 10.66243725729 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 14 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 53 |
| Crit Chance | 33% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 53 |
| Crit Chance | 33% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +16% |
| Lightning | +6% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +14% |
| All | +7% |
| Nature | +32% |
Defense: Base
| Armour (hardiness) | 73.08934837382 (100%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 16 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 40%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 19%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
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 10.4 steam per turn. Can be activated for an instant burst of 52 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 158% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 755% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 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 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 have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all 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. * 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. | 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 | Malethel the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Res.pen +7% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue +3% Resists +3% light +9% nature HP.reg +4.00 Silence- +10% ---------- misc Talents +3 Rocket Boots Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Morningsweep (6 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% lightning Acc +16 (+6 eff.) Melee Ret 6 lightning On Hit (Melee): * 10% chance to slow global speed by 46% On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +9% light ---------- misc Light +8 A hat made of leather. Very stylish. |
| On hands | Blastrazor (0 def, 6 armour) 1.5 T2 hands armor [Rare] Master While equipped: dps ---------- Melee Ret 10 lightning ----- def ----- Armour +6 Fatigue +3% Resists +9% fire +5% arcane +3% nature Mind.save +8 (+3 eff.) Max.HP +48.00 Poison- +20% ---------- misc Talents +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 | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | steel ring 'Grinefang'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Wil +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid Max.HP +23.00 Disarm- +20% Pinning- +25% Knockbk- +20% ---------- misc Psi/ret +0.12 Hate/m.crit +3.00 Max.psi +10.00 Rings make your fingers look great! |
| On fingers | steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 17 light Dmg.mod +10% light Rings make your fingers look great! |
| Around neck | steel amulet 'Phlegmstrike'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Resists +9% darkness +8% physical Crit.dmg- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | The Lumberator (27-40 power, 31 apr) 3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +31 Crit +15.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
| Around waist | blurring hardened leather belt of the mystic 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Mind.save +6 (+3 eff.) Stealth +8 A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel steamsaw of dampening (18-27 power, 12 apr) 3.0 T3 steamsaw 1H weapon [Ego] Disrupt/Master/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +8% Resists +7% acid +9% lightning +9% cold +9% fire +4% all Spell.save +7 (+5 eff.) ---------- 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! |
| Cloak | Floweroblivion (10 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +15% cold +30% nature +3% mind Phys.save +8 (+3 eff.) Max.HP +40.00 HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glowquencher the voratun plate armour (19 def, 28 armour) 17.0 T5 massive armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% light Melee Ret 8 light ----- def ----- Armour +28 Hardiness +20% Defense +19 (+6 eff.) Fatigue +29% Resists +9% acid +11% cold +3% fire Mind.save +19 (+7 eff.) Max.HP +82.00 HP.reg +2.00 Heal.mod +19% ---------- misc Light +3 Breathe water A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
heroism infusion of the titan (die at -308; dur 6; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -308 life. The duration and life will increase by 1% for every 1% life you have lost (currently 708 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 615%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 615% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 424; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 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? |
dwarven-steel longsword of massacre (36-51 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
acidic dwarven-steel dagger of enduring (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Nature Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +7 Con +8 Wil ----- def ----- Max.HP +45.00 Sharp, short and deadly. |
Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+5 eff.) Spell.save +12 (+8 eff.) Mind.save +12 (+5 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
thick cashmere cloak of protection (2 def, 7 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +14% cold Spell.save +8 (+6 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dimtorrent (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% darkness On Hit (Melee): * 20% chance to slow global speed by 46% * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Fatigue -3% Resists +15% darkness Max.HP +40.00 ---------- misc Stam/turn +0.50 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
aquamarine0.0 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. |
2 opal0.0 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel grapple0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
potent frost salve [power 14] potent frost salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. 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. |
powerful healing salve [power 231] powerful healing salve [power 231]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 231 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By fodder the Orc Sawbutcher level 11
20th Retaking 124th year of Ascendancy at 22:31 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By fodder the Orc Sawbutcher level 13
26th Retaking 124th year of Ascendancy at 18:28 see stats
Exterminator
Killed 1000 creatures.By fodder the Orc Sawbutcher level 31
4th Pain 124th year of Ascendancy at 07:51 see stats
Level 10
Got a character to level 10.By fodder the Orc Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 19:16 see stats
Level 20
Got a character to level 20.By fodder the Orc Sawbutcher level 20
50th Retaking 124th year of Ascendancy at 08:16 see stats
Level 30
Got a character to level 30.By fodder the Orc Sawbutcher level 30
50th Revenge 124th year of Ascendancy at 10:33 see stats
Size matters
Did over 600 damage in one attack.By fodder the Orc Sawbutcher level 30
3rd Pain 124th year of Ascendancy at 06:41 see stats
That was close
Killed your target while having only 1 life left.By fodder the Orc Sawbutcher level 23
15th Revenge 124th year of Ascendancy at 07:31 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By fodder the Orc Sawbutcher level 23
15th Revenge 124th year of Ascendancy at 05:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By fodder the Orc Sawbutcher level 18
39th Retaking 124th year of Ascendancy at 13:21 see stats
Log
You are unable to move!
Orc high cryomancer (subdued) casts Ice Shards.
Orc high cryomancer (subdued)'s Ice Shards hits fodder for 53 cold damage.
Orc high cryomancer (subdued)'s ice storm area effect hits fodder for 32 cold damage.
You are unable to move!
Orc high cryomancer (subdued) activates his wand!
Orc high cryomancer (subdued) hits fodder for 86 lightning damage.
Fodder calms down.
Orc high cryomancer (subdued)'s ice storm area effect hits fodder for 0 cold damage.
Fodder activates Saw Wheels.
You are unable to move!
Orc high cryomancer (subdued) casts Tidal Wave.
A wave of icy water erupts from the ground!
Fodder warms up.
Fodder shrugs off the effect 'Frozen'!
Orc high cryomancer (subdued)'s ice storm area effect hits fodder for 32 cold damage.
Orc high cryomancer (subdued) casts Freeze.
Fodder is encased in ice!
Orc high cryomancer (subdued) hits fodder for 88 cold damage.
fodder hits Iceblock for 98 nature, 23 fire, 12 light, 0 arcane, 47 physical, 23 fire, 12 light, 0 arcane (212 total damage).
Melee retaliation hits Iceblock for 15 lightning, 8 light, 15 lightning, 8 light (45 total damage).
Orc high cryomancer (subdued) casts Frozen Ground.
Orc high cryomancer (subdued) roars triumphantly.
Orc high cryomancer (subdued) hits fodder for (33 to ice), 50 cold (50 total damage).
fodder the level 32 orc sawbutcher was frozen and shattered into a million little shards to death by an orc high cryomancer (subdued) on level 3 of Internment Camp.

















































































