Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.4.0Official 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:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.4.4Official 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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 32 / 58% |
Size | big |
Lifes / Deaths | Killed by ritch centipede at level 19 on the 11st Revenge 124th year of Ascendancy at 20:40 0 / 7Killed by Gureth's Inner Demon at level 23 on the 31st Revenge 124th year of Ascendancy at 11:18 Killed by Star Gazer at level 24 on the 8th Pain 124th year of Ascendancy at 05:33 Killed by orc blood mage (subdued) at level 29 on the 13rd Pain 124th year of Ascendancy at 01:15 Killed by disarming trap at level 30 on the 8th Dearth 124th year of Ascendancy at 11:02 Killed by Eilinoba the Guardian at level 31 on the 40th Dearth 124th year of Ascendancy at 16:47 Killed by Elille the crystalbark at level 32 on the 43rd Dearth 124th year of Ascendancy at 02:26 |
Primary Stats
Strength | 93 (base 60) |
Dexterity | 11 (base 10) |
Constitution | 57 (base 28) |
Magic | 10 (base 10) |
Willpower | 19 (base 10) |
Cunning | 54 (base 47) |
Resources
Life | -207/1024 |
Healing Factor | 1.096 |
Regeneration | 6.6308 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 14 |
See Stealth | 10 |
See Invisible | 22 |
Offense: Mainhand
Damage | 114 |
Accuracy | 28 |
Crit Chance | 22% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | 55 |
Accuracy | 28 |
Crit Chance | 22% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | +18% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 56.46 (63.098591549296%) |
Defense | 19 |
Ranged Defense | 20 |
Fatigue | 40 |
Physical Save | 49 |
Spell Save | 20 |
Mental Save | 39 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 26% |
Pinning Resistance | 72% |
Knockback Resistance | 40% |
Fear Resistance | 0% |
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
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 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Furnace | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Overheat Saws |
talent | Grinding Shield |
detrimental effect | The target is on fire, taking 21.80 fire damage per turn. Burning |
detrimental effect | Talents fail chance 35%, fear and sleep immunity reduced by 65%. Mind Drone |
beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
detrimental effect | Huge cut that bleeds, doing 16.34 physical damage per turn. Bleeding |
beneficial effect | The target enters a destructive fury, increasing all damage done by 18%. Orcish Fury |
detrimental effect | Damage reduced by 42%. To The Arms |
beneficial effect | Inspired by a recent kill increasing all resistance by 8%. Orcish Triumph |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 dwarven-steel boots 'Branuharaldil' (2 def, 12 armour) pair of dwarven-steel boots 'Branuharaldil' (2 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes resistances: +6% mind / +6% acid Blindness immunity: +10% Disease immunity: +5% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | champion's dwarven-steel helm of strength (+8) (0 def, 4 armour) champion's dwarven-steel helm of strength (+8) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Str / +2 Wil Mental save: +5 (+2 eff.) Light radius: +2 Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Eariragorn the Dazzleblow (0 def, 7 armour) Eariragorn the Dazzleblow (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Effects on melee hit: * 30% chance to blind Damage (Melee): 6 lightning / 8 physical Changes stats: +1 Str / +3 Con Changes resistances: +7% lightning Changes damage: +6% lightning / +6% physical / +3% light Talent granted: +3 Spring Grapple Physical save: +19 (+7 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 3). On weapon hit: * 40% chance to blind Damage (Melee): +10 physical Burst (radius 1) on hit: +8 light / +8 physical Burst (radius 2) on crit: +5 lightning / +6 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | sapper's dwarven-steel pickaxe (dig speed 24 turns) sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +2 Str / +3 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | psionicist's steel ring of perseverance psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Stun/Freeze immunity: +26% Life regen: +1.00 Rings can have magical properties. |
On fingers | savior's steel ring of power savior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Spellpower: +7 (+5 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Around neck | Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+3 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | dwarven-steel steamsaw 'Humas' (22-33 power, 14 apr) dwarven-steel steamsaw 'Humas' (22-33 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 22.0 - 33.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +47 On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +7 lightning / +10 cold Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 12 acid Changes stats: +1 Mag / +1 Wil Talent granted: +2 Block Infravision radius: +3 See invisible: +12 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | thought-forged dwarven-steel steamsaw of shearing (19.5-29.25 power, 14 apr) thought-forged dwarven-steel steamsaw of shearing (19.5-29.25 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.5 - 29.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +52 On weapon hit: * 15% chance to cause random gloom Damage (Melee): +8 mind Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +5 Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +3 Cun / +1 Wil Changes resistances penetration: +7% physical Changes damage: +5% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | cashmere cloak of implacability (2 def, 0 armour) cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -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. |
Main armor | Lightningknight the dwarven-steel mail armour (3 def, 16 armour) Lightningknight the dwarven-steel mail armour (3 def, 16 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+2 eff.) Fatigue: +17% Damage when hit (Melee): 8 lightning / 20 physical Changes stats: +4 Str / +5 Con Changes resistances: +9% acid / +6% lightning Changes damage: +9% acid Maximum life: +64.00 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. schematic: Flash Powderschematic: Flash Powder 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. |
This item will automatically be transmogrified when you leave the level. schematic: Magnetic Shellschematic: Magnetic Shell 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. |
This item will automatically be transmogrified when you leave the level. Elenuharahell the TorchbileElenuharahell the Torchbile Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% acid / +12% fire / +14% temporal Changes resistances penetration: +5% acid / +5% fire Changes damage: +3% fire Pinning immunity: +27% Knockback immunity: +36% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Amyroddarain the ToxinseamAmyroddarain the Toxinseam Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +36% nature / +3% acid Changes damage: +15% nature Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +15% Only die when reaching: -20.00 life Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. horrifying pulsing mindstar of slime (12.5-13.75 power, 32 apr, nature damage)horrifying pulsing mindstar of slime (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Damage when hit (Melee): 3 darkness / 5 mind Changes damage: +3% mind / +2% darkness / +2% nature Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. thunderous voratun steamsaw of resistance (39.5-59.25 power, 25 apr)thunderous voratun steamsaw of resistance (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +97 On weapon hit: * 13% chance to daze Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +2 Str / +1 Dex / +3 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +8% acid / +9% fire / +9% cold / +5% lightning Changes resistances penetration: +9% lightning Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Beluma the PitchspireBeluma the Pitchspire Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Effects on ranged hit: * 17 arcane resource burn Changes stats: +5 Cun / +4 Wil Talent mastery: +0.10 Wild-gift / Antimagic Critical mult.: +10.00% Mindpower: +10 (+5 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +10 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Airsmasher (15/21, 30.5-36.6 power, 3 apr)Airsmasher (15/21, 30.5-36.6 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to daze * 15% chance to cause random gloom Damage (Ranged): +19 mind Burst (radius 2) on crit: +12 mind / +8 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield 'Xawyn' (8 def, 2 armour, 87.5 block)dwarven-steel shield 'Xawyn' (8 def, 2 armour, 87.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +2 Str Changes resistances: +15% mind Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Lavamark the stralite shield (10 def, 10 armour, 205 block)Lavamark the stralite shield (10 def, 10 armour, 205 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 37% chance to blind Changes stats: +9 Con / +7 Mag Changes resistances: +30% light Changes damage: +6% arcane Talent granted: +4 Block Mana each turn: +0.04 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Zubilaith (3 def, 10 armour)Zubilaith (3 def, 10 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Changes resistances: +10% acid / +13% cold / +9% fire / +9% temporal Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather armour of resilience (3 def, 6 armour)cleansing hardened leather armour of resilience (3 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +13% nature / +15% blight Maximum life: +25.00 A suit of armour made of leather. |
hardened iron mail armour of the deep (2 def, 10 armour) hardened iron mail armour of the deep (2 def, 10 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 0 physical Changes resistances: +11% acid / +5% physical / +11% cold / +5% fire / +5% lightning Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Tuloharadil the dwarven-steel mail armour (3 def, 8 armour)Tuloharadil the dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +1 Cun Mental save: +25 (+9 eff.) Equilibrium when hit: +0.04 Maximum life: +33.00 A suit of armour made of mail. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Offalsquall' (5 def, 11 armour)dwarven-steel plate armour 'Offalsquall' (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes resistances: +7% mind / +15% nature Changes resistances penetration: +5% nature Mental save: +18 (+6 eff.) A suit of armour made of metal plates. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+5 eff.) Changes resistances: +15% cold Physical save: +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of implacability (2 def, 0 armour)cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +10 (+4 eff.) Mental save: +11 (+4 eff.) Only die when reaching: -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. |
grounding pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) grounding pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: +3% Changes resistances: +5% lightning / +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restorative pair of dwarven-steel boots (0 def, 4 armour)restorative pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +3.00 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets of butchering (0 def, 2 armour)restful dwarven-steel gauntlets of butchering (0 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +8 Physical power: +5 (+2 eff.) Armour: +2 Changes resistances: +8% blight Spell save: +11 (+6 eff.) Life regen: +2.50 Stamina each turn: +0.80 Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +19 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). On weapon hit: * Slows global speed by 11% * 15% chance to corrode armour Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-10 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
bladed dwarven-steel helm (0 def, 4 armour) bladed dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +2 Str Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 357.1 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's dwarven-steel helm of fortune (0 def, 4 armour) leafwalker's dwarven-steel helm of fortune (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Fatigue: +4% Changes stats: +10 Lck Changes resistances: +8% nature Spell save: +5 (+3 eff.) Maximum life: +50.00 Spell crit. chance: +4% Mental crit. chance: +3% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
67 alchemist agate 67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 131] simple healing salve [power 131]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 131, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Rod of Recall (1/1) 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, costing 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. |
This item will automatically be transmogrified when you leave the level. Rhylen the yew totem of thorny skin [power 47] (30/20 cooldown)Rhylen the yew totem of thorny skin [power 47] (30/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Str / +1 Dex / +3 Wil Maximum wards: +4 acid / +3 nature / +4 light Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Infravision radius: +1 It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Automated Portable Extractor 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), costing 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. |
steel armour reinforcement steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Yeti's Psychoportation Beacon Yeti's Psychoportation BeaconPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help, costing 1 power out of 8/8. Call a trained yeti to your side. |
Achievements
By Gureth the Orc Sawbutcher level 10
25th Retaking 124th year of Ascendancy at 01:01 see stats
By Gureth the Orc Sawbutcher level 11
32nd Retaking 124th year of Ascendancy at 19:27 see stats
By Gureth the Orc Sawbutcher level 30
24th Pain 124th year of Ascendancy at 15:18 see stats
By Gureth the Orc Sawbutcher level 22
21st Revenge 124th year of Ascendancy at 23:48 see stats
By Gureth the Orc Sawbutcher level 10
24th Retaking 124th year of Ascendancy at 19:14 see stats
By Gureth the Orc Sawbutcher level 20
12nd Revenge 124th year of Ascendancy at 00:03 see stats
By Gureth the Orc Sawbutcher level 30
23rd Pain 124th year of Ascendancy at 06:11 see stats
By Gureth the Orc Sawbutcher level 29
13rd Pain 124th year of Ascendancy at 14:42 see stats
By Gureth the Orc Sawbutcher level 30
8th Dearth 124th year of Ascendancy at 10:55 see stats
By Gureth the Orc Sawbutcher level 18
10th Revenge 124th year of Ascendancy at 13:40 see stats
By Gureth the Orc Sawbutcher level 14
42nd Retaking 124th year of Ascendancy at 06:53 see stats
Log
Gureth uses Spinal Break.
Gureth's Inner Demon slows down.
Gureth's Inner Demon's saw motors are back to normal.
Gureth's Inner Demon deactivates Grinding Shield.
Gureth's Inner Demon hits Gureth for 4 acid, 10 physical, 3 lightning, 4 acid, 10 physical, 3 lightning (35 total damage).
Gureth hits Gureth's Inner Demon for 72 physical, 0 lightning, 0 cold, 0 lightning, 10 fire, 3 physical, , 31 physical, 3 mind, , 0 lightning, 10 fire, 3 physical, (133 total damage).
Gureth hits Crystalbark for 13 lightning damage.
Gureth resists!
Gureth hits Elille the crystalbark for 8 acid, 13 physical, 3 lightning (24 total damage).
Elille the crystalbark's Shoot hits Gureth for 67 physical, 16 darkness, 11 lightning (94 total damage).
Elille the crystalbark hits Gureth for 17 mind damage.
Gureth roars triumphantly.
Bleeding from Gureth's Inner Demon hits Gureth for 9 physical damage.
Burning from Gureth's Inner Demon hits Gureth for 11 fire damage.
Gureth hits Gureth's Inner Demon for 50 fire damage.
Gureth hits Crystalbark for 61 fire, 63 light, 61 physical (185 total damage).
Gureth killed Gureth's Inner Demon!
Elille the crystalbark uses Blunt Shot.
Gureth uses To The Arms.
Gureth uses Bloodstream.
You are unable to move!
Gureth uses Orcish Fury.
Gureth enters a state of bloodlust.
Gureth uses Explosive Steam Engine.
Gureth hardens its skin.
Gureth fails to use Spring Grapple.
Crystalbark is stunned!
Saving game...