




















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
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.
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:
More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 19 / 55% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 62 (base 31) |
Dexterity | 23 (base 10) |
Constitution | 80 (base 46) |
Magic | 20 (base 14) |
Willpower | 17 (base 10) |
Cunning | 54 (base 46) |
Resources
Life | 812/812 |
Steam | 107/107 |
Healing Factor | 1.6407811379153 |
Regeneration | 21.070063919901 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +109% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 4 |
Offense: Mainhand
Damage | 77 |
Accuracy | 55 |
Crit Chance | 17% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 55 |
Crit Chance | 17% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Light | +28% |
Nature | +15% |
Arcane | +3% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Physical | +7% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 49 (30%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 25 |
Physical Save | 48 |
Spell Save | 35 |
Mental Save | 34 |
Defense: Resistances
Acid | + 38%( 70%) |
Fire | + 47%( 70%) |
Nature | + 37%( 70%) |
Darkness | + 35%( 70%) |
Physical | + 56%( 70%) |
Cold | + 70%( 70%) |
All | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 53% |
Confusion Resistance | 20% |
Disarm Resistance | 60% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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%. |
Class Talents
Steamtech / Battlefield management | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Butchery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Battle machinery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Steamtech / Physics | 1.40 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Engineering | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.40 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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 Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | 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 |
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 |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +2.0% Physical Power +3 (+1 eff.) Damage +15% nature +3% arcane Ignore resists +7% physical +5% arcane +10% nature defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +3% other ------- Talents +1 Rocket Boots Rush: Puts all charms on 25 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 | ![]() 2.0 Encumbrance T1 lite [Ego] Master While equipped: offense ------ Damage +8% light other ------- Light +7 See Stealth +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 | ![]() 3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +6% Resistance +10% darkness Silence Resist +20% other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con defense ------ Physical save +8 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun offense ------ On-Hit 10 light On-Ranged-Hit 10 light Damage +10% light Accuracy +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 2 fire defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +15% cold other ------- 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! |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex +2 Wil offense ------ Critical power +10.00% Accuracy +11 (+3 eff.) When Hit 4 darkness defense ------ Armor +2 Fatigue +3% Resistance +3% darkness Disarm Resist +60% other ------- Vim-on-crit +1.00 Max mana +60.00 Talents +1 Iron Grip 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. |
In off hand | ![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +20 On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +17% acid other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% nature +30% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex offense ------ When Hit 30 physical defense ------ Armor +24 Defense +14 (+5 eff.) Fatigue +1% Crit Avoidance 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 28% all resistance, you move 47% faster, and you are invisible (power 25). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +8 Dex +4 Wil offense ------ Mind Crit +1% defense ------ Mind save +3 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Equi when Hit +0.04 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +3.0% Attack Speed 100% Phasing +11% On-Hit, radius 1 +10 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage While equipped: Stats +1 Mag +4 Wil +2 Cun Sharp, long, and deadly. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 28 Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Against +15% Humanoid +15% Giant other ------- Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 28 Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Against +15% Humanoid +15% Giant other ------- Reload +1 Cooldown Supercharge Bullets -3 Overheat Bullets -3 Percussive Bullets -3 Combustive Bullets -3 A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+2 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +4.0% Attack Speed 100% Phasing +10% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +27% One-handed war axes. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Damage +3% physical Ignore resists +10% physical On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Defense +6 (+2 eff.) Physical 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. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +2 Dex offense ------ Damage +12% arcane defense ------ Armor +11 Resistance +11% acid +18% fire +17% cold +5% arcane +11% lightning Crit Resistance 10.00% other ------- Stamina/turn +0.40 Max stamina +20.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Mag offense ------ Damage +6% cold Ignore resists +20% cold When Hit 4 light defense ------ Armor +2 Resistance +3% cold Spell save +12 (+5 eff.) Life Regen +4.00 other ------- Stamina/turn +0.80 Max stamina +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +2 Wil offense ------ On-Hit 3 acid 4 fire 3 cold 3 lightning Damage +3% arcane defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 acid Damage +5% acid Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 6 darkness Damage +3% darkness defense ------ Armor +1 Resistance +5% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +7 Defense +2 (+1 eff.) Fatigue +12% Resistance +7% acid +8% cold Mind save +10 (+5 eff.) other ------- Breathe water A suit of armour made of mail. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 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. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 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. |
![]() 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 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 135] simple healing salve [power 135]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 135 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Victor Chopski the Kruk Yeti Sawbutcher level 18
49th Retaking 124th year of Ascendancy at 21:56 see stats
By Victor Chopski the Kruk Yeti Sawbutcher level 14
30th Retaking 124th year of Ascendancy at 02:48 see stats
By Victor Chopski the Kruk Yeti Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 02:52 see stats
Log
Black mamba hits Victor Chopski for 5 physical damage.
Rattlesnake hits Victor Chopski for 6 physical damage.
Melee retaliation killed Rattlesnake!
Melee retaliation killed Black mamba!
Copperhead snake starts to bleed.
Victor Chopski performs a melee critical strike against Copperhead snake!
Copperhead snake is covered in acid!
Victor Chopski hits Copperhead snake for 87 physical, 13 light, 7 fire, 15 physical, 74 physical, 13 light, 7 fire, 15 physical (230 total damage).
Bleeding from Victor Chopski hits Copperhead snake for 23 physical damage.
Bleeding from Victor Chopski killed Copperhead snake!
Victor Chopski picks up (i.): acidic dwarven-steel longsword of massacre (32-45 power, 4 apr).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: hostile spotted to the west (gigantic sandworm tunneler)).
Gigantic sandworm tunneler starts to bleed.
Victor Chopski performs a melee critical strike against Gigantic sandworm tunneler!
Gigantic sandworm tunneler is covered in acid!
Victor Chopski hits Gigantic sandworm tunneler for 90 physical, 13 light, 5 fire, 15 physical, 66 physical, 13 light, 5 fire, 15 physical (221 total damage).
Gigantic sandworm tunneler misses Victor Chopski.
Bleeding from Victor Chopski hits Gigantic sandworm tunneler for 22 physical damage.
Acid Splash from Victor Chopski hits Gigantic sandworm tunneler for 12 acid damage.
You collect a new ingredient: sandworm tooth (1).
Victor Chopski hits Gigantic sandworm tunneler for 127 physical damage.
Victor Chopski killed Gigantic sandworm tunneler!