Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Items Vault 1.4.8Donators/Buyers bonus! Everyone Options 1.4.5Starts characters off with category points instead of categories known. Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Constitution Viability Buff Addon 1.4.6Constitution now grants: Escort Mastery Buff Addon 1.4.8Extra 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: 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:
ZOmnibus Addon Pack 1.4.0Combines 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: Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 12 / 3% |
Size | medium |
Lifes / Deaths | Killed by sun paladin at level 11 on the 18th Revenge 124th year of Ascendancy at 16:14 0 / 4Killed by sunwall guard at level 11 on the 19th Revenge 124th year of Ascendancy at 11:42 Killed by sunwall guard at level 11 on the 19th Revenge 124th year of Ascendancy at 13:11 Killed by sun paladin at level 11 on the 19th Revenge 124th year of Ascendancy at 21:19 |
Primary Stats
Strength | 41 (base 30) |
Dexterity | 15 (base 10) |
Constitution | 17 (base 11) |
Magic | 9 (base 10) |
Willpower | 11 (base 10) |
Cunning | 32 (base 31) |
Resources
Life | 341/341 |
Healing Factor | 1.059 |
Regeneration | 29.0166 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 5 |
See Invisible | 7 |
Offense: Mainhand
Damage | 46 |
Accuracy | 9 |
Crit Chance | 9% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 9 |
Crit Chance | 8% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 26.73 (48.103448275862%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 18 |
Physical Save | 33 |
Spell Save | 7 |
Mental Save | 20 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 18% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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%. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 128 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 173 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 25.60 life per turn. Regeneration |
Quests
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 |
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 |
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. | active |
Equipment
On feet | [vs. grounding pair of rough leather boots (0 def, 1 armour) (On feet)] grounding pair of rough leather boots (0 def, 1 armour)grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +6%(-) lightning / +6%(-) temporal A pair of boots made of leather. |
Light source | [vs. brass lantern of clarity (Light source)] brass lantern of claritybrass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+5 eff.) (-) Light radius: +2 (-) 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 | [vs. stabilizing rough leather cap of dexterity (+4) (0 def, 2 armour) (On head)] stabilizing rough leather cap of dexterity (+4) (0 def, 2 armour)stabilizing rough leather cap of dexterity (+4) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-) Fatigue: +1% (-) Changes stats: +4(-) Dex Physical save: +13 (+6 eff.) (-) A cap made of leather. |
Tool | [vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes stats: +4(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. mule's copper ring (On fingers)] mule's copper ringmule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% (-) Maximum encumbrance: +21 (-) Rings can have magical properties. |
Around neck | [vs. copper amulet of constitution (+3) (Around neck)] copper amulet of constitution (+3)copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Con Amulets can have magical properties. |
In main hand | [vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand, 1 of 2)] steel steamsaw of daylight (15.5-23.25 power, 8 apr)steel steamsaw of daylight (15.5-23.25 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.5 - 23.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (-) Physical crit. chance: +2.0% (-) Attack speed: 100% (-) Block value: +22 (-) Damage (Melee): +7(-) light Damage against: +7% (-)Undead Attacks use: 1.0(-) Steam When wielded/worn: Armour: +4 (-) Defense: +5 (+5 eff.) (-) Fatigue: +6% (-) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
On hands | [vs. iron gauntlets of strength (+3) (0 def, 2 armour) (On hands)] iron gauntlets of strength (+3) (0 def, 2 armour)iron gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) (-) Armour: +2 (-) Changes stats: +3(-) Str Talents granted: +1.00(-) Spring Grapple When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Physical crit. chance: +2.0% (-) Attack speed: 83% (-) Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | [vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand, 1 of 2)] hateful iron steamsaw of paradox (10.5-15.75 power, 0 apr)hateful iron steamsaw of paradox (10.5-15.75 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8(-5.0 - -7.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-8) Physical crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +10 (-12) Damage (Melee): +5 temporal / +6 darkness / +0(-7) light Damage against: +6% Living / +0% (-7% )Undead Attacks use: 1.0(-) Steam When wielded/worn: Armour: +3 (-1) Defense: +3 (+3 eff.) (-2 (-2 eff.)) Fatigue: +4% (-2%) Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
Cloak | [vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)] 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 (+1 eff.) (-) Armour: +2 (-) Defense: +9 (+9 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+5 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | [vs. prismatic steel mail armour of temporal resistance (2 def, 10 armour) (Main armor)] prismatic steel mail armour of temporal resistance (2 def, 10 armour)prismatic steel mail armour of temporal resistance (2 def, 10 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 (-) Defense: +2 (+2 eff.) (-) Fatigue: +15% (-) Damage when hit (Melee): 10(-) physical Changes resistances: +16%(-) temporal / +10%(-) light / +10%(-) darkness A suit of armour made of mail. |
Inventory
[vs. Implant: Medical Injector (on body)] medical injector implant (efficiency 86% / cooldown 95%)medical injector implant (efficiency 86% / cooldown 95%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 86%(-14%) efficiency and cooldown mod of 95%(-5%). It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 59) healing infusion of the duelist (heal 59)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 59 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity 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 ability. |
healing infusion of the duelist (heal 59) healing infusion of the duelist (heal 59)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 59 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity 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 ability. |
wild infusion of the warrior (resist 23%; cure mental) wild infusion of the warrior (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 ability. |
phase door rune of the titan (range 7; power 21; dur 4) phase door rune of the titan (range 7; power 21; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand)] manaburning steel battleaxe of erosion (17.5-26.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. manaburning steel battleaxe of erosion (17.5-26.25 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3(+2.0 - +3.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-6) Physical crit. chance: +5.0% (+3.0%) Attack speed: 100% (-) Block value: +0 (-22) On weapon hit: * 20 arcane resource burn (+20) Damage (Melee): +0(-7) light / +7 temporal / +10 nature Damage against: +0% (-7% )Undead Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-6%) Talent granted: +0(+-1) Block Massive two-handed battleaxes. |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand)] steel battleaxe (22-33 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel battleaxe (22-33 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0(+6.5 - +9.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-6) Physical crit. chance: +5.0% (+3.0%) Attack speed: 100% (-) Block value: +0 (-22) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-6%) Talent granted: +0(+-1) Block Massive two-handed battleaxes. |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6(+16.5 - +18.4) Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (-2) Physical crit. chance: +8.0% (+6.0%) Attack speed: 100% (-) Block value: +0 (-22) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-6%) Talent granted: +0(+-1) Block No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand)] steel greatmaul (25-37.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatmaul (25-37.5 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5(+9.5 - +14.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-6) Physical crit. chance: +1.0% (-1.0%) Attack speed: 100% (-) Block value: +0 (-22) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-6%) Talent granted: +0(+-1) Block Massive two-handed mauls. |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand)] steel mace (15.5-21.7 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace (15.5-21.7 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7(+0.0 - -1.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-5) Physical crit. chance: +1.0% (-1.0%) Attack speed: 100% (-) Block value: +0 (-22) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-6%) Talent granted: +0(+-1) Block Blunt and deadly. |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand, 1 of 2)] steel dagger (13.5-17.55 power, 6 apr)This item will automatically be transmogrified when you leave the level. steel dagger (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6(-2.0 - -5.7) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-2) Physical crit. chance: +5.0% (+3.0%) Attack speed: 100% (-) Block value: +0 (-22) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-6%) Talent granted: +0(+-1) Block Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand, 1 of 2)] iron steamsaw (11-16.5 power, 0 apr)iron steamsaw (11-16.5 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.0 - 16.5(-4.5 - -6.8) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-8) Physical crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +11 (-12) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-2) Defense: +2 (+2 eff.) (-3 (-3 eff.)) Fatigue: +4% (-2%) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand, 1 of 2)] iron steamsaw (10-15 power, 0 apr)iron steamsaw (10-15 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0(-5.5 - -8.3) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-8) Physical crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +10 (-13) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-2) Defense: +2 (+2 eff.) (-3 (-3 eff.)) Fatigue: +4% (-2%) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand, 1 of 2)] iron steamsaw of cold resistance (+17%) (10.5-15.75 power, 0 apr)iron steamsaw of cold resistance (+17%) (10.5-15.75 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: 10.5 - 15.8(-5.0 - -7.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-8) Physical crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +8 (-14) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-2) Defense: +2 (+2 eff.) (-3 (-3 eff.)) Fatigue: +4% (-2%) Changes resistances: +17% cold Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand, 1 of 2)] iron steamsaw of physical resistance (+11%) (10.5-15.75 power, 0 apr)iron steamsaw of physical resistance (+11%) (10.5-15.75 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: 10.5 - 15.8(-5.0 - -7.5) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-8) Physical crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +9 (-14) Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-2) Defense: +2 (+2 eff.) (-3 (-3 eff.)) Fatigue: +4% (-2%) Changes resistances: +11% physical Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. steel steamsaw of daylight (15.5-23.25 power, 8 apr) (In main hand)] ash longbowThis item will automatically be transmogrified when you leave the level. ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-8) Physical crit. chance: +0.0% (-2.0%) Attack speed: 125% (+25%) Block value: +0 (-22) Firing range: +7 Damage (Melee): +0(-7) light Damage against: +0% (-7% )Undead Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-6%) Talent granted: +0(+-1) Block Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (19/19, 20-28 power, 7 apr)quiver of ash arrows (19/19, 20-28 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
[vs. hateful iron steamsaw of paradox (10.5-15.75 power, 0 apr) (In off hand)] Coral Spray (8 def, 8 armour, 48 block)Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Physical crit. chance: +0.0% (-1.5%) Attack speed: inf% (inf%) Block value: +0 (-10) Damage (Melee): +0(-6) darkness / +0(-5) temporal Damage against: +0% (-6% )Living Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +8 (+5) Defense: +8 (+5 eff.) (+5 (+2 eff.)) Fatigue: +12% (+8%) Damage when hit (Melee): 0(-6) temporal Changes resistances: +15% cold / +0%(-6%) temporal / +10% fire Talents granted: +2(+1) Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. hateful iron steamsaw of paradox (10.5-15.75 power, 0 apr) (In off hand)] steel shield (6 def, 2 armour, 39 block)This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 Physical crit. chance: +0.0% (-1.5%) Attack speed: inf% (inf%) Block value: +0 (-10) Damage (Melee): +0(-6) darkness / +0(-5) temporal Damage against: +0% (-6% )Living Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +2 (-1) Defense: +6 (+4 eff.) (+3 (+1 eff.)) Ranged Defense: +6 (+3 eff.) Fatigue: +8% (+4%) Damage when hit (Melee): 0(-6) temporal Changes resistances: +0%(-6%) temporal Talents granted: +2(+1) Block Handheld deflection devices. |
[vs. prismatic steel mail armour of temporal resistance (2 def, 10 armour) (Main armor)] spiked cured leather armour of resilience (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked cured leather armour of resilience (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-6) Defense: +2 (+2 eff.) (-) Fatigue: +7% (-8%) Damage when hit (Melee): 11(1) physical Changes resistances: +0%(-16%) temporal / +0%(-10%) light / +0%(-10%) darkness Maximum life: +20.00 A suit of armour made of leather. |
[vs. prismatic steel mail armour of temporal resistance (2 def, 10 armour) (Main armor)] spiked iron mail armour (2 def, 4 armour)spiked iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-6) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-3%) Damage when hit (Melee): 11(1) physical Changes resistances: +0%(-16%) temporal / +0%(-10%) light / +0%(-10%) darkness A suit of armour made of mail. |
cleansing rough leather belt of the giants cleansing rough leather belt of the giantsInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +6% acid / +6% blight Spell save: +6 (+6 eff.) Size category: +1 A belt that goes around your waist. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine 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 aquamarine 2 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. |
opal 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern of clarity (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +0 (+0 eff.) (-5 (-5 eff.)) Light radius: +2 (-) See stealth: +0 (-5) See invisible: +0 (-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. |
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. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. 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 121] simple healing salve [power 121]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 121, 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. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] hateful steel torque of thermal psionic shield [power 55] (20 cooldown)This item will automatically be transmogrified when you leave the level. hateful steel torque of thermal psionic shield [power 55] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-4) Str When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 55 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] elm totem of thorny skin [power 15] (20 cooldown)elm totem of thorny skin [power 15] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-4) Str When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] quick yew totem of thorny skin [power 25] (15 cooldown)quick yew totem of thorny skin [power 25] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-4) Str When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 50%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)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 SawHal the Orc Sawbutcher level 10
38th Retaking 124th year of Ascendancy at 19:09 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Talent Infusion: Regeneration is ready to use.
SawHal uses Infusion: Regeneration.
SawHal starts regenerating health quickly.
SawHal stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
SawHal uses Infusion: Regeneration.
SawHal starts regenerating health quickly.
SawHal stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
SawHal uses Infusion: Regeneration.
SawHal starts regenerating health quickly.
SawHal stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
SawHal uses Infusion: Regeneration.
SawHal starts regenerating health quickly.
SawHal stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
SawHal uses Infusion: Regeneration.
SawHal starts regenerating health quickly.
SawHal stops regenerating health quickly.