


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 18 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Aerossra the Guardian at level 17 on the 48th Revenge 124th year of Ascendancy at 23:46 0 / 6Killed by dreaming horror at level 17 on the 49th Revenge 124th year of Ascendancy at 14:33 Killed by dreaming horror at level 17 on the 49th Revenge 124th year of Ascendancy at 15:28 Killed by dreaming horror at level 17 on the 49th Revenge 124th year of Ascendancy at 16:36 Killed by dreaming horror at level 17 on the 49th Revenge 124th year of Ascendancy at 17:22 Killed by Sågmaskin at level 18 on the 49th Revenge 124th year of Ascendancy at 17:54 |
Primary Stats
| Strength | 46 (base 32) |
| Dexterity | 9 (base 10) |
| Constitution | 42 (base 28) |
| Magic | 14 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 39 (base 30) |
Resources
| Life | 580/605 |
| Steam | 100/100 |
| Healing Factor | 1.233988003127 |
| Regeneration | 0.30849700078174 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.335093952971 (52.857809501309%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 31 |
| Physical Save | 41 |
| Spell Save | 9 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Fire | + 5%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| 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 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the 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 |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | 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. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Talents +1 Rocket Boots Masteries +0.20 Cunning/Survival Boost speed by 40% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 44 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | enraging steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +6% physical defense ------ Blind Resist +15% other ------- Infravision +2 Sight +2 See Invisibility +5 Amulets make your neck look great! |
| In main hand | arcing steel steamsaw of projection (14-22 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Arcane/Psionic/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +26 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| On hands | Assassin's Surprise (0 def, 4 armour) 1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% other ------- Talents +2 Spring Grapple Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 11 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 33 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
| In off hand | chilling steel steamsaw of crippling (16-24 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On-hit +7 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: offense ------ Physical Crit +7.0% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | steel mail armour of the deep (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 101% / cooldown 76%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 76%. Its effects scale with your Willpower 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 wizard (heal 68; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+4 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
ash magestaff of illumination (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% fire defense ------ Defense +6 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 53.77 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Issizilavor (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +12.00% Spellpower +9 (+7 eff.) Damage +20% fire defense ------ Armor +2 Defense +10 (+5 eff.) Resistance +12% mind other ------- Mana/turn +0.04 Max mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layavena the dwarven-steel battleaxe (30-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +6 Str +6 Mag +1 Wil offense ------ Damage +12% acid +9% physical Accuracy +16 (+6 eff.) defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Massive two-handed battleaxes. |
steel greatmaul (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
balanced dwarven-steel longsword of erosion (21-29 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Nature/Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +34% Sharp, long, and deadly. |
arcing steel mace (16-22 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
steel mace (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 52.62 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
dwarven-steel dagger 'Cracklehunter' (16-20 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Disrupt Weapon Damage 15.5 - 20.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +12 lightning +8 mind On Hit: * 10 arcane resource burn While equipped: Stats +1 Cun offense ------ Damage +3% lightning other ------- EQ when Hit +0.28 Psi when Hit +0.04 Sharp, short and deadly. |
iron steamsaw (11-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +11 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10-14 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 9.5 - 14.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw of massacre (17-26 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic steel steamsaw of resistance (16-24 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Nature/Steamtech Weapon Damage 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 acid When Hit 3 acid defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +5% acid +6% fire +6% lightning +7% cold other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (12-18 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +19 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steady ash longbow of fire4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 fire While equipped: offense ------ Physical Crit +3.0% Damage +17% fire Accuracy +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
chilling quiver of ash arrows (22/22, 20-29 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Arcane Weapon Damage 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 22 On-ranged-hit +12 cold Arrows are used with bows to pierce your foes to death. |
focusing woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life Regen +2.90 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
Glintvengeance (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% cold Ignore resists +15% light defense ------ Defense +2 (+1 eff.) Resistance +3% blight +3% darkness Physical save +7 (+2 eff.) Spell save +15 (+13 eff.) Mind save +7 (+5 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Scorchsin' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +15% acid +10% fire When Hit 6 arcane defense ------ Armor +4 Fatigue +3% Resistance +6% acid +3% fire Life Regen +3.00 Healmod +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Loamwither' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +9% acid +9% nature Ignore resists +10% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Defense +2 (+1 eff.) Resistance +9% nature other ------- Psi/turn +0.16 A pointy cloth hat, very wizardly... |
insulating iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% Resistance +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samidin the dwarven-steel helm (5 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Mindpower +15 (+8 eff.) Ignore resists +5% physical defense ------ Armor +4 Defense +5 (+2 eff.) Fatigue +4% Resistance +8% fire +5% cold Mind save +3 (+3 eff.) other ------- Psi when Hit +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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. |
94 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
potent frost salve [power 12] potent frost salve [power 12]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 162] potent healing salve [power 162]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 162 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
evasive dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged ash wand of conjuration [power 210] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 210 lightning damage Puts all charms on 20 turn cooldown 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 Encumbrance 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 Encumbrance 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
Destroyed the Sunwall Outpost to secure a way to the mainland.By Sågmaskin the Whitehoof Sawbutcher level 11
20th Retaking 124th year of Ascendancy at 11:38 see stats
Level 10
Got a character to level 10.By Sågmaskin the Whitehoof Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 20:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sågmaskin the Whitehoof Sawbutcher level 14
28th Retaking 124th year of Ascendancy at 22:11 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Sågmaskin the Whitehoof Sawbutcher level 18
49th Revenge 124th year of Ascendancy at 17:54 see stats
Log
Dreaming horror uses Distortion Bolt.
Dreaming horror's Distortion Bolt hits Sågmaskin for 122 physical damage.
Sågmaskin the level 17 whitehoof sawbutcher was splattered to death by a dreaming horror on level 1 of Ruined Dungeon.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Dreaming horror's Distortion Bolt killed Sågmaskin!
Saving game...
Talent Bloodstream is ready to use.
Talent Create Tinker is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Spinal Break is ready to use.
Talent Saw Wheels is ready to use.
Talent Block is ready to use.
Talent Grinding Shield is ready to use.
Sågmaskin activates Saw Wheels.
Sågmaskin activates Grinding Shield.
Sågmaskin deactivates Saw Wheels.
Talent Implant: Medical Injector is ready to use.
Talent Tempest of Metal is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Saw Wheels is ready to use.
Sågmaskin activates Saw Wheels.
Saving done.
Welcome to level 18 [Sågmaskin].
Sågmaskin has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Personal New Achievement: Utterly Destroyed!































































































