
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 | 
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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. 
 
 
 
 
 
 
 
 Embers of Rage 1.6.0Official 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 1.6.0This 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 Possessor Bonus Class 1.6.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.6.0This 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 | Nightmare Roguelike | 
| Sex | Female | 
| Race | Orc | 
| Class | Sawbutcher | 
| Level / Exp | 29 / 50% | 
| Size | big | 
| Lifes / Deaths | Killed by Automated Defense System at level 29 on the 23rd Pain 124th year of Ascendancy at 12:00  / 2Killed by Automated Defense System at level 29 on the 23rd Pain 124th year of Ascendancy at 12:13  | 
| Antimagic | Follower | 
Primary Stats
| Strength | 116 (base 55) | 
| Dexterity | 15 (base 10) | 
| Constitution | 21 (base 11) | 
| Magic | 10 (base 10) | 
| Willpower | 12 (base 10) | 
| Cunning | 71 (base 60) | 
Resources
| Life | -55/797 | 
| Steam | 100/100 | 
| Healing Factor | 1.284387434555 | 
| Regeneration | 148.89903528796 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -50% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
Offense: Mainhand
| Damage | 130 | 
| Accuracy | 40 | 
| Crit Chance | 26% | 
| APR | 27 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 63 | 
| Accuracy | 40 | 
| Crit Chance | 25% | 
| APR | 18 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +13% | 
| Fire | +34% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +14% | 
| Light | +22% | 
| All | +7% | 
Defense: Base
| Armour (hardiness) | 31 (30%) | 
| Defense | 43 | 
| Ranged Defense | 43 | 
| Fatigue | 0 | 
| Physical Save | 48 | 
| Spell Save | 31 | 
| Mental Save | 21 | 
Defense: Resistances
| Acid | + 65%( 70%) | 
| Blight | + 38%( 70%) | 
| Cold | + 43%( 70%) | 
| All | + 4%( 70%) | 
| Darkness | + 18%( 70%) | 
| Light | + 29%( 70%) | 
| Lightning | + 10%( 70%) | 
| Fire | + 37%( 70%) | 
| Nature | + 23%( 70%) | 
Defense: Immunities
| Pinning Resistance | 86% | 
| Bleed Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 50% | 
| Disarm Resistance | 11% | 
Inscriptions (4/4)
| 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 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Cunning 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 180% efficiency and cooldown mod of 79%. Its effects scale with your Strength stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 526 life over 5 turns. Its effects scale with your Cunning stat.  | 
Class Talents
| Steamtech / Automated butchery | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Steamtech / Battle machinery | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Battlefield management | 1.50 | 
  | 4/5 | 
  | 3/5 | 
  | 2/5 | 
  | 5/5 | 
| Steamtech / Sawmaiming | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Steamtech / Butchery | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
  | 2/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Race / Parasite | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| detrimental effect | Huge cut that bleeds, doing 10.95 physical damage per turn. Bleeding | 
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%.  While stunned talents cooldown twice as slow. Stunned | 
| beneficial effect | You gain 20% resistance against light. Resolve | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| beneficial effect | A flow of life spins around the target, regenerating 105.28 life per turn. Regeneration | 
| beneficial effect | Increases steamsaw damage multiplier by 12%. Continuous Butchery | 
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. * You have collected enough eggs.  | active | 
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs.  | active | 
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves.  | done | 
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now.  | done | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward.  | active | 
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch.  | done | 
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat.  | active | 
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'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. * 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 |  Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +2 Rocket Boots These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (39 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (67 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 8/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful.  | 
| Light source |  bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours?  | 
| On hands |  hardened leather gloves 'Mayuldamira' (0 def, 2 armour) 1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +3% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Resists +8% acid +6% light +6% cold +21% fire +6% lightning Spell.save +6 (+3 eff.) ---------- misc Talents +1 Sand Shredder 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.  | 
| Tool |  iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Saloyalle0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Mag +3 Wil +6 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid +3% fire Phys.save +8 (+2 eff.) Spell.save +15 (+8 eff.) HP.reg +2.00 ---------- misc Max.stam +18.00 Rings can have magical properties.  | 
| Around neck |  Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-6 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.  | 
| In main hand |  Turbocutter (136% power, 23 apr) 3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 137% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +23 Crit +4.0% Atk.spd 100% Block +50 On Hit.r1 +60 20% chance of physical repulsion Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Sawmaiming +0.20 Steamtech/Battlefield management Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..."  | 
| Around waist |  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers.  | 
| In off hand |  warbringer's dwarven-steel steamsaw of erosion (119% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 120% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +7 nature Uses 1.0 Steam While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Disarm- +11% ---------- 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 |  Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch.  | 
| Main armor |  Furnacevortex (29 def, 10 armour) 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +24% fire Res.pen +15% light Apr +4 ----- def ----- Armour +10 Defense +29 (+10 eff.) Fatigue +8% Resists +21% acid HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% A suit of armour made of leather.  | 
Inventory
 medical injector implant of the sneak (efficiency 177% / cooldown 74%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 177% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 movement infusion (speed 523%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 523% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam?  | 
 chilling voratun greatsword of daylight (174% power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +12 light +19 cold Against +19% Undead Massive two-handed swords.  | 
 Kilnrend (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +0 Cun +4 Con dps ---------- Melee Ret 8 fire On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +6% fire +12% nature Mind.save +0 (+0 eff.) A hat made of leather. Very stylish.  | 
 voratun plate armour 'Polaretira' (0 def, 16 armour)17.0 T5 massive armor [Rare] Arcane While equipped: dps ---------- Res.pen +15% physical Apr +2 ----- def ----- Armour +16 Fatigue +22% Resists +9% mind +10% arcane +6% nature Spell.save +43 (+17 eff.) Die.at -80.00 life Disarm- +20% A suit of armour made of metal plates.  | 
 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.  | 
 3 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.  | 
 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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.  | 
 3 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.  | 
 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 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.  | 
 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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.  | 
 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!  | 
 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.  | 
 5 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.  | 
 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.  | 
potent fiery salve [power 14] potent fiery salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve.  | 
powerful healing salve [power 227] powerful healing salve [power 227]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 227 Puts Talent Medical Injector on 15 cooldown Medical salve.  | 
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. 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.  | 
 iron grapple0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power!  | 
 iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power!  | 
 steel fatal attractor0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power!  | 
 6 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.  | 
 2 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.  | 
 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A Fistful of Gold (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.By Taku the Orc Sawbutcher level 8
15th Retaking 124th year of Ascendancy at 19:05 see stats
			Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Taku the Orc Sawbutcher level 13
23rd Retaking 124th year of Ascendancy at 17:59 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Taku the Orc Sawbutcher level 27
44th Revenge 124th year of Ascendancy at 13:49 see stats
			I did not want that! (Nightmare (Roguelike) difficulty)
			Tricked Nektosh into killing one of his own people.By Taku the Orc Sawbutcher level 25
35th Revenge 124th year of Ascendancy at 21:48 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Taku the Orc Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 08:53 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Taku the Orc Sawbutcher level 20
52nd Retaking 124th year of Ascendancy at 13:51 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Taku the Orc Sawbutcher level 28
10th Pain 124th year of Ascendancy at 09:00 see stats
			That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Taku the Orc Sawbutcher level 24
28th Revenge 124th year of Ascendancy at 02:53 see stats
			This will make a big Omelette! (Nightmare (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Taku the Orc Sawbutcher level 20
1st Revenge 124th year of Ascendancy at 02:02 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Taku the Orc Sawbutcher level 16
33rd Retaking 124th year of Ascendancy at 19:05 see stats
Log
Automated Defense System hits Taku for 87 light damage.
Taku uses Infusion: Regeneration.
Taku starts regenerating health quickly.
Taku shrugs off the effect 'Dazed'!
Something performs a melee critical strike against Taku!
Taku is dazed!
Taku is stunned!
Something hits Taku for 215 physical, 10 light, 299 physical, 10 light (534 total damage).
Taku recovers sight.
Talent Saw Wheels is ready to use.
Taku activates Saw Wheels.
You are unable to move!
Taku uses Block.
Taku deactivates Saw Wheels.
Taku is not dazed anymore.
Automated Defense System performs a melee critical strike against Taku!
Taku starts to bleed.
Automated Defense System hits Taku for (98 blocked), 24 physical, (15 blocked), 0 temporal, (10 blocked), 0 light, (98 blocked), 7 physical, (10 blocked), 0 light (31 total damage).
Talent Create Tinker is ready to use.
Talent Explosive Steam Engine is ready to use.
Talent Implant: Steam Generator is ready to use.
Bleeding from Automated Defense System hits Taku for (11 blocked), 0 physical (0 total damage).
Automated Defense System hits Taku for 119 physical, 15 temporal, 10 light, 74 physical, 10 light (228 total damage).
Talent Grinding Shield is ready to use.
Bleeding from Automated Defense System hits Taku for 11 physical damage.
Automated Defense System uses Dual Strike.
Saving game...





















































































