














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 19 / 10% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 19 on the 30th Revenge 124th year of Ascendancy at 14:36 / 1 |
Primary Stats
Strength | 49 (base 26) |
Dexterity | 13 (base 10) |
Constitution | 47 (base 23) |
Magic | 11 (base 10) |
Willpower | 25 (base 10) |
Cunning | 63 (base 47) |
Resources
Life | -3/601 |
Steam | 100/100 |
Healing Factor | 1.4627606926747 |
Regeneration | 11.113288145124 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 6 |
See Stealth | 15 |
See Invisible | 17 |
Offense: Mainhand
Damage | 62 |
Accuracy | 38 |
Crit Chance | 26% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 38 |
Crit Chance | 28% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Fire | +20% |
Defense: Base
Armour (hardiness) | 29 (58.594633868923%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 19.923805221685 |
Physical Save | 45 |
Spell Save | 12 |
Mental Save | 30 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 41%( 70%) |
Physical | + 34%( 70%) |
Cold | + 48%( 70%) |
All | + 14%( 70%) |
Darkness | + 24%( 70%) |
Light | + 19%( 70%) |
Temporal | + 19%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 57%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 44% |
Inscriptions (4/4)
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 9.9 steam per turn. Can be activated for an instant burst of 50 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 140% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 ErĂșan 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'HaĂŻb 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 | ![]() pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Talents granted: +1.00(-) Rocket Boots Movement speed: +25% (-) A pair of boots made of leather. |
Light source | ![]() scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10(-) fire Changes resistances: +6%(-) fire Mental save: +6 (+3 eff.) (-) Light radius: +3 (-) See stealth: +5 (-) See invisible: +7 (-) 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 | ![]() drakeskin leather cap 'Phoenixmoon' (6 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 (-) Defense: +6 (+2 eff.) (-) Fatigue: +5% (-) Changes resistances: +7%(-) acid / +9%(-) lightning / +13%(-) cold / +29%(-) fire / +4%(-) all Changes resistances penetration: +15%(-) fire Changes damage: +6%(-) fire Physical save: +31 (+13 eff.) (-) Infravision radius: +6 (-) Sight radius: +1 (-) See stealth: +10 (-) See invisible: +10 (-) A cap made of leather. |
On hands | ![]() Cyremina the hardened leather gloves (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour: +2 (-) Changes resistances: +3%(-) nature / +6%(-) temporal Talents granted: +1.00(-) Sand Shredder Critical mult.: +5.00% (-) Physical save: +5 (+2 eff.) (-) Mental save: +5 (+2 eff.) (-) Disarm immunity: +24% (-) Life regen: +4.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Changes resistances: +10%(-) nature Changes damage: +5%(-) nature When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() solipsist's steel ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) (-) Armour penetration: +7 (-) Defense: +8 (+3 eff.) (-) Changes stats: +4(-) Cun / +5(-) Wil Mindpower: +7 (+3 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 102% 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! Tap to cycle through comparison choices |
On fingers | ![]() pixie's steel ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) (-1 (+0 eff.)) Armour penetration: +9 (+2) Defense: +9 (+3 eff.) (+1 (+0 eff.)) Changes stats: +2 Mag / +0(-5) Wil / +3(-1) Cun Spellpower: +6 (+4 eff.) Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 102% 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! Tap to cycle through comparison choices |
Around neck | ![]() Govea the Viperbreaker Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7(-) Cun / +3(-) Con Changes damage: +6%(-) nature Psi when hit: +0.12 (-) Hate when firing a critical mind attack: +2.00 (-) Amulets make your neck look great! |
In main hand | ![]() Kindlesage the steel steamsaw (65% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Power: 107% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 (-) Crit. chance: +10.0% (-) Attack speed: 100% (-) Block value: +21 (-) Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +8 (+3 eff.) (-) Armour: +3 (-) Defense: +11 (+4 eff.) (-) Fatigue: +6% (-) Damage (Melee): 6(-) acid Damage when hit (Melee): 1(-) acid Changes resistances: +16%(-) acid / +3%(-) fire / +6%(-) light Changes resistances penetration: +5%(-) fire Changes damage: +3%(-) fire Talents granted: +1.00(-) Block Disarm immunity: +20% (-) 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! Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() windwalling stralite steamsaw of massacre (65% power, 8 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 145% (+38%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 (-) Crit. chance: +12.0% (+2.0%) Attack speed: 100% (-) Block value: +70 (+50) Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour: +5 (+2) Defense: +8 (+3 eff.) (-3 (-1 eff.)) Fatigue: +10% (+4%) Damage (Melee): 0(-6) acid Damage when hit (Melee): 0(-1) acid Changes stats: +4 Wil Changes resistances: +0%(-16%) acid / +14% physical / +0%(-6%) light / +0%(-3%) fire Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-3%) fire Talents granted: +2(+1) Block Disarm immunity: +0% (-20%) Slows Projectiles: +10% Bonus block near projectiles: +11 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! Tap to cycle through comparison choices |
Cloak | ![]() enveloping linen cloak of Eldoral (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex Physical save: +6 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() radiant cured leather armour of the deep (6 def, 7 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 (-) Armour Hardiness: +20% (-) Defense: +6 (+2 eff.) (-) Fatigue: +11% (-) Changes stats: +2(-) Wil Changes resistances: +6%(-) acid / +7%(-) cold / +12%(-) darkness / +11%(-) blight Allows you to breathe in: water Light radius: +1 (-) A suit of armour made of leather. |
Inventory
![]() movement infusion (speed 423%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 423%(-200%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your --Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() insulating steel amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +0(-7) Cun / +0(-3) Con Changes resistances: +11% fire / +11% cold Changes damage: +0%(-6%) nature Psi when hit: +0.00 (-0.12) Hate when firing a critical mind attack: +0.00 (-2.00) Amulets make your neck look great! |
![]() copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-7) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Changes stats: +0(-4) Cun / +0(-5) Wil Stun/Freeze immunity: +22% Life regen: +2.00 Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() hateful steel steamsaw of cold resistance (+17%) (113% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 113% (+6%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-8) Crit. chance: +2.0% (-8.0%) Attack speed: 100% (-) Block value: +20 (+0) Damage (Melee): +7 darkness Damage against: +6% Living Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour: +3 (-) Defense: +4 (+2 eff.) (-7 (-2 eff.)) Fatigue: +6% (-) Damage (Melee): 0(-6) acid Damage when hit (Melee): 0(-1) acid Changes resistances: +0%(-16%) acid / +17% cold / +0%(-6%) light / +0%(-3%) fire Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-3%) fire Talents granted: +1.00(-) Block Disarm immunity: +0% (-20%) 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! Tap to cycle through comparison choices |
![]() slime-covered steel steamsaw (110% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 110% (+3%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-8) Crit. chance: +2.0% (-8.0%) Attack speed: 100% (-) Block value: +25 (+4) On weapon hit: * 5% chance to slow global speed by 49% Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour: +3 (-) Defense: +4 (+2 eff.) (-7 (-2 eff.)) Fatigue: +6% (-) Damage (Melee): 0(-6) acid Damage when hit (Melee): 0(-1) acid Changes resistances: +0%(-16%) acid / +0%(-3%) fire / +0%(-6%) light Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-3%) fire Talents granted: +1.00(-) Block Disarm immunity: +0% (-20%) 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! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun 'Porylrata' Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+1) Crit. chance: +2.0% (-8.0%) Attack speed: 100% (-) Block value: +0 (-21) Firing range: +8 Travel speed: +800% Damage (Ranged): +8 fire Damage (radius 2) on crit: +13 acid / +23 nature Attacks use: 2.0(1.0) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +11 (+4 eff.) (+3 (+1 eff.)) Armour penetration: +16 Armour: +0 (-3) Defense: +0 (+0 eff.) (-11 (-4 eff.)) Fatigue: +0% (-6%) Damage (Melee): 0(-6) acid Damage when hit (Melee): 0(-1) acid Changes stats: +3 Str Changes resistances: +0%(-16%) acid / +0%(-3%) fire / +0%(-6%) light Changes resistances penetration: +7% acid / +0%(-5%) fire / +8% nature / +7% all Changes damage: +9%(+6%) fire Talent granted: +0(+-1) Block Disarm immunity: +0% (-20%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() cleansing cured leather armour of lightning resistance (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-3) Armour Hardiness: +0% (-20%) Defense: +6 (+2 eff.) (-) Fatigue: +7% (-4%) Changes stats: +0(-2) Wil Changes resistances: +0%(-6%) acid / +0%(-12%) darkness / +10%(-1%) blight / +0%(-7%) cold / +12% nature / +17% lightning Allows you to breathe in: water Light radius: +0 (-1) A suit of armour made of leather. |
![]() dwarven-steel plate armour 'Mayemira' (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+4) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +22% (+11%) Changes stats: +1 Cun / +0(-2) Wil Changes resistances: +35% lightning / +17% temporal / +0%(-12%) darkness / +0%(-11%) blight / +0%(-7%) cold / +0%(-6%) acid Changes damage: +12% arcane / +3% mind Allows you to breathe in: water Critical mult.: +5.00% Light radius: +0 (-1) A suit of armour made of metal plates. |
![]() grounding rough leather hat of dexterity (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-10) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +1% (-4%) Changes stats: +3 Dex Changes resistances: +6%(-3%) lightning / +6% temporal / +0%(-7%) acid / +0%(-13%) cold / +0%(-29%) fire / +0%(-4%) all Changes resistances penetration: +0%(-15%) fire Changes damage: +0%(-6%) fire Physical save: +0 (+0 eff.) (-31 (-13 eff.)) Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A hat made of leather. Very stylish. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage when hit (Melee): 0(-10) fire Changes resistances: +0%(-6%) fire Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Light radius: +3 (-) See stealth: +0 (-5) See invisible: +0 (-7) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.38 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.38 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered 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 15] simple frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 140% efficiency and 62% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 184] simple healing salve [power 184]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 140% efficiency and 62% cooldown modifier. It can be used to heal 184 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent pain suppressor salve [power 207] potent pain suppressor salve [power 207]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 140% efficiency and 62% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -207 life and reduces all damage by 15% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
![]() 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. |
![]() The Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun / +0(-1) Str Changes resistances: +0%(-10%) nature Changes damage: +10% lightning / +10% mind / +0%(-5%) nature When carried: Talent granted: +0(+-1) Dig Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Gunyrohek the Orc Sawbutcher level 15
13rd Revenge 124th year of Ascendancy at 19:35 see stats
By Gunyrohek the Orc Sawbutcher level 14
41st Retaking 124th year of Ascendancy at 06:03 see stats
By Gunyrohek the Orc Sawbutcher level 10
33rd Retaking 124th year of Ascendancy at 18:59 see stats
By Gunyrohek the Orc Sawbutcher level 17
22nd Revenge 124th year of Ascendancy at 12:49 see stats
Log
Gunyrohek is free from the worm rot.
A carrion worm mass bursts out of Gunyrohek!
Worm that walks hits Gunyrohek for 74 blight damage.
Epidemic from Worm that walks hits Gunyrohek for 35 blight damage.
Worm that walks activates Ruin.
Bleeding from Gunyrohek hits Worm that walks for 24 physical damage.
Talent Saw Wheels is ready to use.
Epidemic from Worm that walks hits Gunyrohek for 35 blight damage.
Worm that walks stops regenerating health quickly.
Worm that walks stops bleeding.
Gunyrohek is free from the epidemic.
Talent Punishment is ready to use.
Talent Implant: Medical Injector is ready to use.
Worm that walks misses Gunyrohek.
Worm that walks misses Gunyrohek.
Talent Implant: Medical Injector is ready to use.
Worm that walks casts Worm Rot.
Gunyrohek is afflicted by a terrible worm rot!
Worm Rot from Worm that walks hits Gunyrohek for 31 blight, 27 acid (58 total damage).
Worm Rot from Worm that walks hits Gunyrohek for 31 blight damage.
Gunyrohek the level 19 orc sawbutcher was fouled to death by a worm that walks on level 1 of Ruins of a lost city.
A carrion worm mass bursts out of Gunyrohek!
Gunyrohek is free from the worm rot.