Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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:
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:
Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Female |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 50 / 23267% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1571 (base 60) |
Dexterity | 122 (base 60) |
Constitution | 1525 (base 60) |
Magic | 86 (base 60) |
Willpower | 108 (base 60) |
Cunning | 165 (base 60) |
Resources
Life | 26851/26851 |
Equilibrium | 0 |
Stamina | 1244/1267 |
Psi_feedback | 0/735 |
Healing Factor | 2.5 |
Regeneration | 2022.125 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +245% |
Spell | +200% |
Global | +345% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Invisible | 6 |
Offense: Mainhand
Damage | 1870 |
Accuracy | 104 |
Crit Chance | 77% |
APR | 2962 |
Speed | 0.33 |
Offense: Offhand
Damage | 696 |
Accuracy | 104 |
Crit Chance | 75% |
APR | 2948 |
Speed | 0.33 |
Offense: Spell
Spellpower | 96 |
Crit Chance | 48% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 201 |
Crit Chance | 58% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +23% |
Defense: Base
Armour (hardiness) | 296.2 (100%) |
Defense | 97 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 278 |
Spell Save | 185 |
Mental Save | 183 |
Defense: Resistances
All | +123%(105%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Knockback Resistance | 100% |
Confusion Resistance | 22% |
Stun Resistance | 44% |
Pinning Resistance | 100% |
Poison Resistance | 58% |
Blind Resistance | 50% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Dexterity 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%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 50.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 8.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeti | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 140.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Tempest of Metal |
talent | Melting Point |
talent | Daunting Presence |
talent | Overheat Saws |
talent | Goresplosion |
talent | Mow Down |
talent | Furnace |
talent | Grinding Shield |
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 |
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 |
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 |
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. * You have disposed of Kaltor, the loot is yours! | done |
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. | 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 | Steam Powered Boots (13 def, 24 armour) Steam Powered Boots (13 def, 24 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +24 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +13 Str / +16 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (156 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steam Powered Helm (5 def, 19 armour) Steam Powered Helm (5 def, 19 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +19 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +8 Str / +8 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
On hands | Steam Powered Gauntlets (0 def, 19 armour) Steam Powered Gauntlets (0 def, 19 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +19 Changes stats: +10 Str / +10 Dex Changes damage: +8% all Talent granted: +1 Sand Shredder Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tool | ash totem of thorny skin 'Brightcast' [power 40] (17 cooldown) ash totem of thorny skin 'Brightcast' [power 40] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light / 8 arcane Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +10% light Changes damage: +18% light / +3% arcane Talents granted: +2 Rushing Claws +1 Ward It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 40%, putting all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Toruleg TorulegInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+1 eff.) Effects on melee hit: * 40% chance to corrode armour * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 acid / 4 temporal Changes stats: +17 Con Changes resistances: +14% nature / +12% blight Changes resistances penetration: +10% temporal Changes damage: +9% temporal / +7% all Spell save: +59 (+6 eff.) Mental save: +20 (+2 eff.) Poison immunity: +28% Disease immunity: +24% Confusion immunity: +22% Life regen: +1.80 Maximum life: +81.00 Maximum stamina: +60.00 Spellpower: +17 (+3 eff.) Mindpower: +10 (+1 eff.) Healing mod.: +24% Rings can have magical properties. |
On fingers | Toxinripper the voratun ring Toxinripper the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+1 eff.) Effects on melee hit: * Slows global speed by 45% Changes stats: +13 Mag / +13 Wil / +16 Con Changes resistances: +15% blight / +9% acid / +3% darkness / +15% nature Changes damage: +3% nature / +8% all Physical save: +31 (+2 eff.) Spell save: +14 (+1 eff.) Poison immunity: +30% Disease immunity: +24% Disarm immunity: +47% Pinning immunity: +48% Stun/Freeze immunity: +10% Knockback immunity: +48% Life regen: +2.00 Maximum life: +150.00 Spellpower: +30 (+5 eff.) Mindpower: +17 (+2 eff.) Healing mod.: +21% Rings can have magical properties. |
Around neck | Betelevena BetelevenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Defense: +14 (+3 eff.) Damage when hit (Melee): 8 blight Changes stats: +17 Str / +16 Dex / +22 Wil Changes resistances: +3% blight / +22% cold / +22% fire / +22% temporal Changes resistances cap: +5% all Changes resistances penetration: +15% blight Physical save: +48 (+3 eff.) Spell save: +30 (+3 eff.) Mental save: +30 (+3 eff.) Pinning immunity: +38% Knockback immunity: +37% Mental crit. chance: +3% Light radius: +2 See invisible: +3 Amulets can have magical properties. |
In main hand | Glorarelle the dwarven-steel steamsaw (43.5-65.25 power, 14 apr) Glorarelle the dwarven-steel steamsaw (43.5-65.25 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 43.5 - 65.3 Uses stats: 30% Wil, 50% Mag, 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: +48 On weapon hit: * 17% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 insidious poison Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Armour: +7 Defense: +10 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +10 Str / +13 Dex / +8 Mag / +4 Wil / +4 Cun / +8 Con Changes resistances penetration: +9% lightning Changes damage: +9% physical Talent granted: +2 Block Stamina when hit: +1.30 See invisible: +3 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 | Coalobeisance the rough leather belt Coalobeisance the rough leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +7 Dex / +4 Wil / +7 Cun / +4 Con Changes resistances: +3% acid Changes resistances penetration: +15% temporal Changes damage: +6% acid / +6% temporal / +12% darkness Physical save: +31 (+2 eff.) Mental save: +22 (+2 eff.) Maximum life: +54.00 Mindpower: +17 (+2 eff.) Mental crit. chance: +7% A belt that goes around your waist. |
In off hand | balanced iron steamsaw of massacre (17.5-26.25 power, 0 apr) balanced iron steamsaw of massacre (17.5-26.25 power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 17.5 - 26.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Defense: +13 (+3 eff.) Fatigue: +4% Talent granted: +1 Block Disarm immunity: +21% 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 | Dazzletitan the linen cloak (15 def, 0 armour) Dazzletitan the linen cloak (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Dex Changes resistances: +1% physical Reduces incoming crit damage: 5.00% Physical save: +14 (+1 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 | Nador the Sparktyphoon (31 def, 47 armour) Nador the Sparktyphoon (31 def, 47 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +47 Defense: +31 (+6 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 15% Changes stats: +8 Str / +5 Mag / +4 Wil / +8 Cun / +8 Con Changes resistances: +43% acid / +13% physical / +3% darkness / +9% lightning / +42% fire / +6% nature / +39% cold Changes resistances penetration: +10% lightning Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Mental save: +34 (+4 eff.) Disarm immunity: +36% Stun/Freeze immunity: +34% Knockback immunity: +36% Life regen: +6.80 Stamina each turn: +2.10 A suit of armour made of metal plates. |
Inventory
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 (+1 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? |
Airvenom the steel ring Airvenom the steel ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Physical power: +11 (+1 eff.) Changes stats: +7 Str / +6 Dex / +12 Mag / +6 Wil / +7 Cun / +7 Con Changes resistances: +9% blight / +8% nature / +34% lightning Changes damage: +14% lightning / +12% physical Critical mult.: +6.00% Physical save: +6 (+0 eff.) Spell save: +12 (+1 eff.) Poison immunity: +15% Disease immunity: +18% Life regen: +0.80 Maximum life: +20.00 Maximum stamina: +5.00 Spellpower: +9 (+1 eff.) Rings can have magical properties. |
pixie's steel ring of arcana(+0.22/turn) pixie's steel ring of arcana(+0.22/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Mag Silence immunity: +31% Mana each turn: +0.22 Spellpower: +9 (+1 eff.) Rings can have magical properties. |
Everpyre Blade (38-53.2 power, 10 apr) =55= Everpyre Blade (38-53.2 power, 10 apr) =55=Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 5820.27 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
living voratun steamsaw of erosion (38.5-57.75 power, 25 apr) living voratun steamsaw of erosion (38.5-57.75 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: 38.5 - 57.8 Uses stats: 30% Wil, 50% Mag, 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: +96 Damage (Melee): +20 nature / +20 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 20 nature Changes resistances: +19% nature / +20% blight Talent granted: +3 Block Maximum life: +82.00 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! |
thunderous voratun steamsaw (40-60 power, 25 apr) thunderous voratun steamsaw (40-60 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: 40.0 - 60.0 Uses stats: 30% Wil, 50% Mag, 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: +108 On weapon hit: * 29% chance to daze Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +4 Dex / +3 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances penetration: +12% 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! |
voratun steamsaw 'Emynor' (53.5-80.25 power, 25 apr) voratun steamsaw 'Emynor' (53.5-80.25 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 53.5 - 80.3 Uses stats: 30% Wil, 50% Mag, 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: +104 On weapon hit: * 16% chance to inflict damage reduction * 25% chance to cause random gloom * Random elemental explosion * 20% chance to curse the target Damage (Melee): +22 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +2 Mag / +4 Wil / +5 Cun / +7 Con Changes resistances: +29% fire Changes resistances penetration: +16% acid / +20% blight / +17% fire / +17% cold / +15% lightning Changes damage: +3% acid / +3% blight Talent granted: +3 Block Critical mult.: +5.00% Physical save: +15 (+1 eff.) Damage Shield penetration: +30% 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! |
Swamprace the rough leather belt Swamprace the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Fatigue: -5% Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn Changes stats: +3 Dex / +2 Mag / +4 Cun Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +10% nature / +5% temporal Changes damage: +3% temporal Maximum encumbrance: +26 Mana each turn: +0.15 Maximum mana: +23.00 Mental crit. chance: +6% A belt that goes around your waist. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Boridunarak' (0 def, 1 armour) rough leather gloves 'Boridunarak' (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 7 light Damage when hit (Melee): 8 acid Changes resistances: +6% light Changes damage: +4% light / +6% acid Grants telepathy: Demon/Minor Demon/Major Physical save: +5 (+0 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +21% Life regen: +1.20 Stamina each turn: +0.80 Equilibrium when hit: +0.08 Maximum stamina: +13.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). On weapon hit: * 40% chance to corrode armour * 7% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+3 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour) Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)Requires: - Strength 16 Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Dex Reduces opponents crit chance: 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
445 alchemist agate 445 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
5 aquamarine 5 aquamarine0.00 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to 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. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)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! |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 114 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. |
simple healing salve [power 159] simple healing salve [power 159]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 159, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
2 amethyst 2 amethyst0.00 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. |
3 ametrine 3 ametrine0.00 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 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. |
Achievements
By Adussra the Kruk Yeti Sawbutcher level 7
11st Retaking 124th year of Ascendancy at 04:35 see stats
By Adussra the Kruk Yeti Sawbutcher level 50
34th Retaking 124th year of Ascendancy at 02:57 see stats
By Adussra the Kruk Yeti Sawbutcher level 10
11st Retaking 124th year of Ascendancy at 12:37 see stats
By Adussra the Kruk Yeti Sawbutcher level 10
11st Retaking 124th year of Ascendancy at 12:37 see stats
By Adussra the Kruk Yeti Sawbutcher level 20
24th Retaking 124th year of Ascendancy at 06:18 see stats
By Adussra the Kruk Yeti Sawbutcher level 30
33rd Retaking 124th year of Ascendancy at 15:14 see stats
By Adussra the Kruk Yeti Sawbutcher level 40
33rd Retaking 124th year of Ascendancy at 20:20 see stats
By Adussra the Kruk Yeti Sawbutcher level 50
34th Retaking 124th year of Ascendancy at 01:17 see stats
By Adussra the Kruk Yeti Sawbutcher level 19
24th Retaking 124th year of Ascendancy at 06:16 see stats
By Adussra the Kruk Yeti Sawbutcher level 18
24th Retaking 124th year of Ascendancy at 06:03 see stats
By Adussra the Kruk Yeti Sawbutcher level 17
24th Retaking 124th year of Ascendancy at 05:59 see stats
By Adussra the Kruk Yeti Sawbutcher level 18
24th Retaking 124th year of Ascendancy at 06:03 see stats
By Adussra the Kruk Yeti Sawbutcher level 4
10th Retaking 124th year of Ascendancy at 21:06 see stats
By Adussra the Kruk Yeti Sawbutcher level 2
10th Retaking 124th year of Ascendancy at 12:31 see stats
By Adussra the Kruk Yeti Sawbutcher level 26
32nd Retaking 124th year of Ascendancy at 09:39 see stats
Log
You gain 3.65 gold from the melting of phase door rune of the wizard (range 19; power 58; dur 7).
You gain 1.95 gold from the melting of phase door rune (range 13; power 16; dur 7).
You gain 3.10 gold from the melting of phase door rune (range 12; power 40; dur 8).
You gain 1.88 gold from the melting of magic missile rune (396 arcane damage).
You gain 2.14 gold from the melting of lightning rune (504 lightning damage).
You gain 1.67 gold from the melting of biting gale rune (245 cold damage; 22 apply power).
You gain 2.35 gold from the melting of acid wave rune (558 acid damage; dur 5; apply 22).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.00 gold from the melting of wild infusion (resist 30%; cure magical).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.00 gold from the melting of wild infusion (resist 30%; cure magical).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 0.67 gold from the melting of sun infusion (rad 9; power 22; turns 5; dispells darkness).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 7.24 gold from the melting of heroism infusion (+8 for 12 turns, die at -404).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 0.75 gold from the melting of healing infusion (heal 86).
You gain 4.55 gold from the melting of medical injector implant (efficiency 162% / cooldown 88%).
You gain 4.97 gold from the melting of medical injector implant (efficiency 179% / cooldown 76%).
There is a way up here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Adussra deactivates Mow Down.
Adussra deactivates Furnace.
Adussra deactivates Tempest of Metal.
Adussra deactivates Melting Point.
Adussra deactivates Overheat Saws.
Adussra deactivates Grinding Shield.
Adussra deactivates Goresplosion.
Adussra deactivates Daunting Presence.
Adussra deactivates Mental Tyranny.