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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Ogre |
| Class | Sawbutcher |
| Level / Exp | 30 / 81% |
| Size | gargantuan |
| Lifes / Deaths | Killed by orc master assassin at level 10 on the 13rd Haze 122nd year of Ascendancy at 02:55 / 48Killed by Ograh at level 16 on the 56th Haze 122nd year of Ascendancy at 09:26 Killed by worm that walks at level 17 on the 62nd Haze 122nd year of Ascendancy at 07:23 Killed by Voratta the elder vampire at level 18 on the 62nd Haze 122nd year of Ascendancy at 16:42 Killed by Grgglck the Devouring Darkness at level 18 on the 64th Haze 122nd year of Ascendancy at 06:46 Killed by luminous horror at level 18 on the 64th Haze 122nd year of Ascendancy at 15:01 Killed by luminous horror at level 18 on the 64th Haze 122nd year of Ascendancy at 15:35 Killed by luminous horror at level 18 on the 64th Haze 122nd year of Ascendancy at 16:19 Killed by Weirdling Beast at level 18 on the 65th Haze 122nd year of Ascendancy at 05:42 Killed by Weirdling Beast at level 18 on the 65th Haze 122nd year of Ascendancy at 06:46 Killed by Assassin Lord at level 21 on the 5th Decay 122nd year of Ascendancy at 15:27 Killed by Siloyaba the Guardian at level 22 on the 7th Decay 122nd year of Ascendancy at 05:41 Killed by devourer at level 22 on the 8th Decay 122nd year of Ascendancy at 07:03 Killed by fearful symmetry at level 22 on the 8th Decay 122nd year of Ascendancy at 09:07 Killed by Emelothra the armoured skeleton warrior at level 23 on the 8th Regrowth 123rd year of Ascendancy at 17:05 Killed by Poltergeist Crooked Club at level 23 on the 9th Regrowth 123rd year of Ascendancy at 07:37 Killed by Poltergeist Crooked Club at level 23 on the 9th Regrowth 123rd year of Ascendancy at 09:37 Killed by Poltergeist Crooked Club at level 23 on the 9th Regrowth 123rd year of Ascendancy at 11:19 Killed by barrow wight at level 23 on the 9th Regrowth 123rd year of Ascendancy at 12:53 Killed by Animated chilling dwarven-steel waraxe of evisceration at level 23 on the 9th Regrowth 123rd year of Ascendancy at 13:45 Killed by Poltergeist Eye of Winter at level 23 on the 9th Regrowth 123rd year of Ascendancy at 15:41 Killed by Animated dwarven-steel steamsaw of resistance at level 23 on the 9th Regrowth 123rd year of Ascendancy at 18:09 Killed by Poltergeist Crooked Club at level 23 on the 9th Regrowth 123rd year of Ascendancy at 19:50 Killed by Poltergeist Crooked Club at level 23 on the 9th Regrowth 123rd year of Ascendancy at 22:10 Killed by Vorarin the elven corruptor at level 25 on the 18th Regrowth 123rd year of Ascendancy at 23:10 Killed by Grand Corruptor at level 25 on the 19th Regrowth 123rd year of Ascendancy at 17:07 Killed by Grand Corruptor at level 25 on the 19th Regrowth 123rd year of Ascendancy at 18:27 Killed by Grand Corruptor at level 25 on the 19th Regrowth 123rd year of Ascendancy at 20:08 Killed by Grand Corruptor at level 25 on the 19th Regrowth 123rd year of Ascendancy at 21:19 Killed by elven blood mage at level 25 on the 20th Regrowth 123rd year of Ascendancy at 03:20 Killed by dread at level 25 on the 22nd Regrowth 123rd year of Ascendancy at 16:27 Killed by onilug at level 26 on the 23rd Regrowth 123rd year of Ascendancy at 17:10 Killed by champion of Urh'Rok at level 27 on the 27th Regrowth 123rd year of Ascendancy at 07:40 Killed by champion of Urh'Rok at level 27 on the 27th Regrowth 123rd year of Ascendancy at 09:09 Killed by champion of Urh'Rok at level 27 on the 27th Regrowth 123rd year of Ascendancy at 10:52 Killed by umbral horror at level 27 on the 27th Regrowth 123rd year of Ascendancy at 12:34 Killed by Gleriwe the forest wight at level 28 on the 28th Regrowth 123rd year of Ascendancy at 05:25 Killed by skeleton magus at level 28 on the 28th Regrowth 123rd year of Ascendancy at 09:57 Killed by dreadmaster at level 28 on the 30th Regrowth 123rd year of Ascendancy at 14:33 Killed by dread at level 28 on the 30th Regrowth 123rd year of Ascendancy at 18:47 Killed by The Master at level 28 on the 31st Regrowth 123rd year of Ascendancy at 11:30 Killed by The Master at level 28 on the 31st Regrowth 123rd year of Ascendancy at 12:35 Killed by elder vampire at level 28 on the 31st Regrowth 123rd year of Ascendancy at 13:47 Killed by elven blood mage at level 29 on the 35th Regrowth 123rd year of Ascendancy at 20:34 Killed by elven corruptor at level 29 on the 35th Regrowth 123rd year of Ascendancy at 23:06 Killed by Silalle the elven cultist at level 30 on the 36th Regrowth 123rd year of Ascendancy at 16:25 Killed by Emelibreth the elven cultist at level 30 on the 37th Regrowth 123rd year of Ascendancy at 01:08 Killed by Emelibreth the elven cultist at level 30 on the 37th Regrowth 123rd year of Ascendancy at 03:10 |
Primary Stats
| Strength | 145 (base 60) |
| Dexterity | 9 (base 10) |
| Constitution | 56 (base 25) |
| Magic | 19 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 68 (base 47) |
Resources
| Life | 946/946 |
| Steam | 100/100 |
| Healing Factor | 1.828355437883 |
| Regeneration | 15.5903470665 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 21 |
| Crit Chance | 32% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 85 |
| Accuracy | 21 |
| Crit Chance | 32% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +12% |
| Physical | +17% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +25% |
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 62.08934837382 (100%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 18 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 39%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 9%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Disarm Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 10% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Willpower 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 182% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Grinding Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by barrow wight. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost defiler from death by storm drake. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by degenerated skeleton archer. Escort: temporal explorer (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed hummerhorn wing. * You've found the needed skeleton mage skull. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +4 Str / +3 Con Talent granted: +1 Rocket Boots It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: 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 | Adamita the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% light Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +12% 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 | Gorytokor (10 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +7 Lck / +2 Wil Changes resistances: +18% lightning Silence immunity: +10% Maximum hate: +4.00 Spell crit. chance: +4% Mental crit. chance: +2% Healing mod.: +10% A hat made of leather. Very stylish. |
| On hands | alchemist's voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 8 acid / 9 fire / 5 cold / 5 lightning Changes stats: +3 Mag / +3 Wil Talent granted: +3 Iron Grip Disarm immunity: +80% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +5 Str / +9 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +13 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Deepsrain the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +5 Defense: +7 (+2 eff.) Changes stats: +7 Cun / +4 Mag Changes resistances: +12% blight / +3% darkness Changes damage: +12% blight Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | windwalling stralite steamsaw of erosion (32-47 power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.5 - 47.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +62 Damage (Melee): +7 nature Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +10% Changes stats: +4 Wil Changes resistances: +14% physical Talent granted: +2 Block Slows Projectiles: +17% Bonus block near projectiles: +35 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | blurring hardened leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Fatigue: -17% Stealth bonus: +7 Maximum encumbrance: +50 A belt that goes around your waist. |
| In off hand | scouring stralite steamsaw (32-48 power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +68 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +10% Effects on melee hit: * 15 arcane resource burn Damage (Melee): 13 acid / 10 nature Effects when hit in melee: * 9 arcane resource burn Changes stats: +5 Con Changes resistances: +10% acid / +10% nature Talent granted: +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 | Destala's Scales (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances: +18% lightning Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Stun/Freeze immunity: +30% Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Aerudhemina the stralite plate armour (0 def, 17 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +17 Armour Hardiness: +20% Fatigue: +25% Changes stats: +6 Cun Changes resistances: +23% acid / +6% light / +6% blight / +9% mind / +6% lightning Only die when reaching: -40.00 life Healing mod.: +10% A suit of armour made of metal plates. |
Inventory
Rune of the Rift (274.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 274.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
dwarven-steel steamsaw 'Tarrifang' (32-49 power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 32.5 - 48.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +47 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +2 Str / +5 Con Talent granted: +2 Block Reduces incoming crit damage: 10.00% 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! |
manaburning dwarven-steel steamsaw of winter (24-37 power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 24.5 - 36.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +47 On weapon hit: * 13 arcane resource burn Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% On shield block: * Deals 135 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +13% cold Talent granted: +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! |
Artholin the Nimbusshine (0 def, 10 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +14% acid / +7% physical / +13% darkness / +5% lightning / +10% blight / +7% fire / +5% arcane / +14% cold Changes resistances penetration: +25% arcane Changes damage: +9% lightning Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Disarm immunity: +22% Stun/Freeze immunity: +24% Knockback immunity: +23% Light radius: +2 A suit of armour made of metal plates. |
Nerille the dwarven-steel gauntlets (0 def, 14 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +14 Fatigue: +3% Damage (Melee): 8 fire / 7 physical Changes resistances: +3% acid / +7% fire / +6% cold / +6% temporal Changes damage: +6% physical / +3% fire Physical save: +12 (+4 eff.) Mental save: +5 (+2 eff.) Knockback immunity: +10% Only die when reaching: -40.00 life Maximum life: +51.00 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+5 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+5 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
simple frost salve [power 19] simple frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 182% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 239] simple healing salve [power 239]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 182% efficiency and 51% cooldown modifier. It can be used to heal 239 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Ograh the Ogre Sawbutcher level 29
34th Regrowth 123rd year of Ascendancy at 06:40 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ograh the Ogre Sawbutcher level 30
45th Regrowth 123rd year of Ascendancy at 19:40 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Ograh the Ogre Sawbutcher level 19
73rd Haze 122nd year of Ascendancy at 10:03 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Ograh the Ogre Sawbutcher level 18
64th Haze 122nd year of Ascendancy at 18:57 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ograh the Ogre Sawbutcher level 30
45th Regrowth 123rd year of Ascendancy at 18:39 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ograh the Ogre Sawbutcher level 10
10th Haze 122nd year of Ascendancy at 12:23 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Ograh the Ogre Sawbutcher level 20
73rd Haze 122nd year of Ascendancy at 10:03 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Ograh the Ogre Sawbutcher level 30
36th Regrowth 123rd year of Ascendancy at 11:08 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Ograh the Ogre Sawbutcher level 22
5th Decay 122nd year of Ascendancy at 16:33 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ograh the Ogre Sawbutcher level 30
37th Regrowth 123rd year of Ascendancy at 11:48 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Ograh the Ogre Sawbutcher level 26
25th Regrowth 123rd year of Ascendancy at 00:38 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Ograh the Ogre Sawbutcher level 30
45th Regrowth 123rd year of Ascendancy at 19:40 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Ograh the Ogre Sawbutcher level 22
6th Decay 122nd year of Ascendancy at 20:29 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Ograh the Ogre Sawbutcher level 5
10th Mirth 122nd year of Ascendancy at 07:28 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Ograh the Ogre Sawbutcher level 30
45th Regrowth 123rd year of Ascendancy at 19:40 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ograh the Ogre Sawbutcher level 22
8th Allure 123rd year of Ascendancy at 20:07 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ograh the Ogre Sawbutcher level 11
16th Haze 122nd year of Ascendancy at 15:51 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Ograh the Ogre Sawbutcher level 22
8th Allure 123rd year of Ascendancy at 03:13 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Ograh the Ogre Sawbutcher level 25
20th Regrowth 123rd year of Ascendancy at 15:06 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Ograh the Ogre Sawbutcher level 15
56th Haze 122nd year of Ascendancy at 01:29 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Ograh the Ogre Sawbutcher level 28
31st Regrowth 123rd year of Ascendancy at 15:03 see stats
Log
Personal New Achievement: A different point of view (Exploration mode)!
Lore found: official-looking poster
Lore found: hastily-written poster
Lore found: ninth mural painting
Lore found: The Diaries of King Toknor the Brave
Lore found: clue (ruined dungeon)
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
There is a teleportation circle to the surface here (press '' or right click to use).
You gain 2.13 gold from the melting of rough leather cap of the depths (0 def, 1 armour).
You collect a new ingredient: lump of steel (1).
You gain 3.72 gold from the melting of steel mail armour of the deep (2 def, 8 armour).
You gain 9.23 gold from the melting of rejuvenating cured leather armour of command (12 def, 8 armour).
You collect a new ingredient: lump of steel (1).
You gain 3.16 gold from the melting of flaming steel battleaxe of daylight (21-32 power, 2 apr).
You gain 1.87 gold from the melting of potent ash vilestaff (18-22 power, 3 apr, blight element).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.














































































