
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ashes of Urh'Rok 1.5.0Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Embers of Rage 1.5.0Official 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 1.5.10This 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official 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 | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 21 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunslinger at level 9 on the 30th Retaking 124th year of Ascendancy at 14:20 0 / 6Killed by Eilinaselaith the grave wight at level 18 on the 47th Revenge 124th year of Ascendancy at 05:29 Killed by war hound at level 19 on the 47th Revenge 124th year of Ascendancy at 10:39 Killed by worm that walks at level 20 on the 20th Pain 124th year of Ascendancy at 20:28 Killed by Orcy's Inner Demon at level 20 on the 21st Pain 124th year of Ascendancy at 02:22 Killed by Elidabeth the whitehoof invoker at level 21 on the 33rd Pain 124th year of Ascendancy at 20:43 |
Primary Stats
| Strength | 58 (base 50) |
| Dexterity | 21 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 17 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 58 (base 41) |
Resources
| Life | -242/562 |
| Steam | 80/80 |
| Healing Factor | 1.2966086956522 |
| Regeneration | 3.4360130434783 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 36 |
| Crit Chance | 22% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 36 |
| Crit Chance | 22% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +15% |
| Acid | +8% |
| Fire | +38% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 43.522593642275 (63.098591549296%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 41 |
| Physical Save | 37 |
| Spell Save | 12 |
| Mental Save | 26 |
Defense: Resistances
| Nature | -8%( 70%) |
| Acid | -14%( 70%) |
| Lightning | -7%( 70%) |
| Temporal | -8%( 70%) |
| Cold | + 22%( 70%) |
| Physical | -16%( 70%) |
| Fire | + 42%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
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 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 94% efficiency and cooldown mod of 58%. Its effects scale with your Magic 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 129% efficiency and cooldown mod of 68%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Mow Down |
| talent | Grinding Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 177 HP on the iceblock remaining. Frozen |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is on fire, taking 42.77 fire damage per turn. Burning |
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 |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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. | 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 | Shoes of Slowly Moving Quickly (0 def, 0 armour) 2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +6% Phys.save +9 (+4 eff.) Pinning- +615% Knockbk- +115% Teleport- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 16/20. Range 4 Travel.spd 400% of base Is a nature gift a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 33.54 lightning damage. When it reaches its target, it explodes in a radius of 3 for 63.73 lightning damage and 63.73 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 5 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
| Light source | survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +2 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 | grounding dwarven-steel helm of strength (+4) (0 def, 4 armour) 3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str +4 Cun ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +5% temporal Mind.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of thermal psionic shield [power 45] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Issilathakath0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Phys.crit +4.0% Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +5% all +12% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +14 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +3% lightning +24% fire Rings can have magical properties. |
| On fingers | mule's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Fatigue -4% Resists +22% fire ---------- misc Max.enc +20 Rings can have magical properties. |
| Around neck | 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? |
| In main hand | arcing stralite steamsaw of paradox (35-52.5 power, 19 apr) 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 35.0 - 52.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +72 Melee+ +8 lightning +13 temporal On Hit: * applies a stacking poison dealing 28 damage per turn * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Armour +5 Defense +8 (+0 eff.) Fatigue +10% Resists +5% temporal ---------- 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! |
| On hands | corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 acid Dmg.mod +3% acid Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% acid Disarm- +80% ---------- misc Talents +3 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | stralite steamsaw of the leech (29-43.5 power, 19 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Disrupt/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +63 On Hit: * Slows global speed by 6% * applies a stacking poison dealing 23 damage per turn * leeches stamina from the target Uses 1.0 Steam While equipped: dps ---------- Melee Ret 7 nature slow ----- def ----- Armour +5 Defense +8 (+0 eff.) Fatigue +10% ---------- 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 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+0 eff.) Resists +10% nature +25% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | impenetrable steel mail armour of Eyal (2 def, 21 armour) 14.0 T2 heavy armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +21 Defense +2 (+0 eff.) Fatigue +15% Max.HP +47.00 HP.reg +1.20 Heal.mod +13% A suit of armour made of mail. |
Inventory
steam generator implant of the duelist (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 181)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 181 and cleanse 1 wound and 1 poison effect. 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 ability. |
wild infusion of the titan (resist 23%; cure mental, magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
movement infusion of the warrior (474% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 474% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
heat beam rune of the warrior (269 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 269.09 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% mind Confus- +20% Amulets can have magical properties. |
serendipitous steel amulet of constitution (+6)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck +2 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +9 (+0 eff.) Unseen.red 12% Amulets can have magical properties. |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings can have magical properties. |
steel longsword 'Ivytha' (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 14.0 - 19.6 Blight Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 blight On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% blight Res.pen +7% physical Melee Ret 16 blight ----- def ----- Resists +12% blight +9% acid Disarm- +20% Sharp, long, and deadly. |
Daystone (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 30.0 - 42.0 Light Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +4 mind +24 cold On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +13% physical Res.pen +10% physical +15% light +5% mind Apr +9 ----- def ----- Resists +6% mind +9% light One-handed war axes. |
flaming iron steamsaw of massacre (16.5-24.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 On Hit.r1 +6 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- misc 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! |
iron steamsaw (12-18 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- misc 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! |
iron steamsaw (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% ---------- misc 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! |
Whipsnap (18-27 power, 15 apr)3.0 T2 steamsaw 1H weapon [Unique] Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +15 Crit +4.0% Atk.spd 100% Block +50 On Hit: 10% To The Arms 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +7 (+0 eff.) Fatigue +8% ---------- misc Talents +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
steel steamsaw of fire resistance (+15%) (16.5-24.75 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+0 eff.) Fatigue +6% Resists +15% fire ---------- misc 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! |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -1% Phys.save +7 (+3 eff.) ---------- misc Max.enc +38 Stam/turn +0.50 Max.stam +15.00 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +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. |
storm rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +5% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (0) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +0 Cun +3 Dex ----- def ----- Armour +1 Fatigue +1% Mind.save +0 (+0 eff.) A cap made of leather. |
insulating hardened leather cap of dexterity (0) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +0 Cun +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +8% fire Mind.save +0 (+0 eff.) A cap made of leather. |
2 agate0.0 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. |
2 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. |
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. |
2 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 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. |
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! |
steel rocket boots0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
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. |
simple healing salve [power 136] simple healing salve [power 136]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 136 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
potent healing salve [power 178] potent healing salve [power 178]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 178 Puts Talent Medical Injector on 15 cooldown Medical salve. |
dwarven-steel pickaxe of endurance (dig speed 31 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
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. |
quiet iron torque of kinetic psionic shield [power 23] (20 cooldown)2.0 T1 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +1 Silence Cooldown Silence -1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 51] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
forceful elm totem of thorny skin [power 17] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of thorny skin [power 23] (15 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 23 and armour hardiness by 40% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
shadowy ash wand of conjuration [power 169] (10 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 84 to 169 Puts all charms on 10 cooldown 100% to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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! |
Achievements
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Orcy the Orc Sawbutcher level 13
37th Retaking 124th year of Ascendancy at 20:32 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Orcy the Orc Sawbutcher level 10
30th Retaking 124th year of Ascendancy at 18:39 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Orcy the Orc Sawbutcher level 20
20th Pain 124th year of Ascendancy at 02:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Orcy the Orc Sawbutcher level 16
1st Revenge 124th year of Ascendancy at 19:47 see stats
Log
Ghoulking slows down.
Ghoulking speeds up.
Elidabeth the whitehoof invoker casts Flame.
Elidabeth the whitehoof invoker hits Orcy for (36 to ice), 55 fire (55 total damage).
Elidabeth the whitehoof invoker casts Manathrust.
Elidabeth the whitehoof invoker hits Orcy for (105 to ice), 158 arcane (158 total damage).
Orcy is free from the ice.
Elidabeth the whitehoof invoker casts Lightning.
Elidabeth the whitehoof invoker hits Orcy for 196 lightning damage.
Elidabeth the whitehoof invoker casts Ice Shards.
Elidabeth the whitehoof invoker casts Flame.
Orcy is on fire!
Orcy is encased in ice!
Elidabeth the whitehoof invoker's Ice Shards hits Orcy for 94 cold damage.
Elidabeth the whitehoof invoker hits Orcy for 74 fire damage.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Orcy performs a melee critical strike against Orcy!
Orcy shrugs off the critical damage!
Orcy hits Iceblock for 29 physical, 3 lightning, 5 temporal, 0 arcane, 2 acid, 3 nature, 8 physical, 3 temporal, 2 nature, 16 physical, 0 arcane, 2 acid, 3 nature, 8 physical, 3 temporal, 2 nature (82 total damage).
Orcy is not stunned anymore.
Talent Dig is ready to use.
Talent Punishment is ready to use.
Talent Implant: Steam Generator is ready to use.
Burning from Elidabeth the whitehoof invoker hits Orcy for (12 to ice), 18 fire (18 total damage).
Elidabeth the whitehoof invoker casts Manathrust.
Saving game...




























































































