
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 23 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinygamira the sewer alligator at level 15 on the 21st Revenge 124th year of Ascendancy at 11:06 0 / 6Killed by Xaneleba the whitehoof ghoul at level 20 on the 31st Revenge 124th year of Ascendancy at 08:43 Killed by Xaneleba the whitehoof ghoul at level 20 on the 31st Revenge 124th year of Ascendancy at 09:55 Killed by Zubigath the ghoulking at level 20 on the 31st Revenge 124th year of Ascendancy at 11:02 Killed by multi-hued drake at level 21 on the 38th Revenge 124th year of Ascendancy at 10:38 Killed by Vorebremira the larvae bloated ritch mother at level 23 on the 45th Revenge 124th year of Ascendancy at 00:59 |
Primary Stats
| Strength | 84 (base 53) |
| Dexterity | 29 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 52 (base 44) |
Resources
| Life | -410/641 |
| Steam | 51/100 |
| Healing Factor | 1.0566086956522 |
| Regeneration | 9.7736304347827 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 48 |
| Crit Chance | 50% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 48 |
| Crit Chance | 47% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Nature | +23% |
| Physical | +21% |
| Fire | +21% |
| Arcane | +11% |
| Mind | +20% |
| All | +8% |
Offense: Damage Penetration
| Darkness | +32% |
| Nature | +17% |
| Physical | +68% |
| Fire | +23% |
| Arcane | +27% |
| Mind | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 69.511077022655 (88.454810495627%) |
| Defense | 32 |
| Ranged Defense | 37 |
| Fatigue | 17 |
| Physical Save | 41 |
| Spell Save | 11 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 39%( 70%) |
| All | 0%( 70%) |
| Darkness | + 14%( 70%) |
| Physical | + 4%( 70%) |
| Fire | + 21%( 70%) |
| Cold | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Stun Resistance | 31% |
| Pinning Resistance | 18% |
| Poison Resistance | 40% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 36 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 131% efficiency and cooldown mod of 67%. 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 114% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Steamtech / Furnace | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Grinding Shield |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 14.08 blight damage per turn. Rotting Disease |
| beneficial effect | You have 10 charges. Molten Point |
| 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 Erรบan 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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Glorymiwen (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +2 Str / +7 Dex / +8 Lck Changes resistances: +15% mind Critical mult.: +6.00% Stealth bonus: +11 Only die when reaching: -60.00 life A pair of boots made of leather. |
| Light source | alchemist's lamp 'Glulaith'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Con Changes resistances: +8% blight Changes resistances penetration: +15% physical Life regen: +2.50 Maximum life: +80.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eariraruilin the Taintwake (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Dex Changes resistances: +14% darkness / +9% mind Changes resistances penetration: +15% mind Changes damage: +15% nature Light radius: +4 Infravision radius: +4 A cap made of leather. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy 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: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +1 Sand Shredder Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Tool | dwarven-steel pickaxe 'Obsidianwind' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes stats: +3 Str Changes resistances penetration: +25% darkness / +10% nature Changes damage: +6% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Nerithra the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% mind / +5% arcane Changes resistances penetration: +20% arcane Changes damage: +12% mind / +3% arcane Stun/Freeze immunity: +26% Life regen: +1.30 Rings can have magical properties. |
| On fingers | Guneldir the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +4 (+1 eff.) Armour: +8 Changes stats: +6 Str Changes resistances penetration: +20% physical Physical save: +10 (+4 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Salothra the voratun steamsaw (40.5-60.75 power, 33 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Crit. chance: +13.0% Attack speed: 100% Block value: +102 Burst (radius 1) on hit: +8 physical Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Effects on melee hit: * 11% chance to cause random gloom Effects when hit in melee: * 20% chance to cause random gloom Damage when hit (Melee): 11 fire Changes stats: +3 Str Changes resistances: +15% fire Maximum wards: +5 lightning / +5 temporal / +4 blight / +3 fire / +4 cold Changes resistances penetration: +10% physical Talents granted: +3 Block +1 Ward Silence immunity: +10% Stun/Freeze immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | SulfurpanicCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +5 Mag / +2 Cun Critical mult.: +7.00% Infravision radius: +3 A belt that goes around your waist. |
| In off hand | corrosive steel steamsaw of evisceration (13.5-20.25 power, 16 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +10.0% Attack speed: 100% Block value: +24 On weapon crit: * wounds the target for 7 turns: 19 bleeding, 66% reduced healing Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 11% chance to corrode armour by 30% Changes stats: +1 Con Changes resistances: +12% acid Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 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. |
| Main armor | enlightening steel plate armour of implacability (4 def, 14 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +18% Damage when hit (Melee): 0 physical Changes stats: +5 Cun / +4 Wil Physical save: +6 (+2 eff.) Mental save: +11 (+6 eff.) Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 A suit of armour made of metal plates. |
Inventory
steam generator implant of the titan (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the titan (436% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 436% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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 (resist 22%; 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: 12 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
AerihekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +18% temporal Grants telepathy: Dragon Pinning immunity: +26% Knockback immunity: +29% Maximum hate: +6.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
Bregublek the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +7 Mag / +7 Wil Changes damage: +6% acid See invisible: +12 Amulets can have magical properties. |
cleansing steel amulet of dexterity (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% nature / +13% blight Poison immunity: +22% Disease immunity: +25% Amulets can have magical properties. |
restful copper amulet of mastery (0.12 Steamtech / Blacksmith)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Talent mastery: +0.12 Steamtech / Blacksmith Life regen: +1.00 Amulets can have magical properties. |
Blazevein the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Fatigue: -6% Changes resistances penetration: +25% light / +15% physical Maximum encumbrance: +22 Physical save: +9 (+3 eff.) Light radius: +2 Rings can have magical properties. |
steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
titan's steel ring of darkness (+20%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% darkness Changes damage: +10% darkness Physical save: +6 (+2 eff.) Rings can have magical properties. |
titan's steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+2 eff.) Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
thought-forged steel steamsaw of radiance (15.5-23.25 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Infused by psionic 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 Crit. chance: +2.0% Attack speed: 100% Block value: +20 On weapon hit: * 10% chance to cause random gloom Damage (Melee): +5 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 15% chance to blind Changes stats: +1 Mag / +3 Wil / +1 Cun / +3 Con Changes resistances: +11% light Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking steel steamsaw of projection (13-19.5 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.0 - 19.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +19 On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances penetration: +7% physical Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
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 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
Puswinter the hardened leather beltPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +1 Wil Changes resistances: +7% light / +8% darkness Grants telepathy: Dragon Maximum encumbrance: +26 Maximum life: +84.00 Maximum mana: +30.00 Maximum stamina: +36.00 Maximum hate: +11.00 Maximum psi: +23.00 Maximum vim: +26.00 Maximum pos.energy: +20.00 Maximum neg.energy: +25.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
woollen robe 'Earomnir' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +6 Con Changes resistances penetration: +15% mind Changes damage: +8% nature Poison immunity: +24% Disease immunity: +27% Maximum psi: +40.00 Mental crit. chance: +2% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aeroth the Sunrebel (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +4 Str / +3 Dex Critical mult.: +5.00% Disarm immunity: +0% Spell crit. chance: +7% Mental crit. chance: +8% Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Disarm immunity: +0% Metal gloves protecting the hands up to the middle of the lower arm. |
Chamytir the cashmere wizard hat (2 def, 14 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +14 Defense: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +8% cold / +8% fire Critical mult.: +9.00% A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of corrosion (+15%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Cun Changes resistances: +15% acid Changes damage: +10% acid Mental save: +10 (+5 eff.) Light radius: +0 A pointy cloth hat, very wizardly... |
miner's rough leather hat of dexterity (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +1 A hat made of leather. Very stylish. |
rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
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. |
4 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. |
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. |
8 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. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 (60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +5 (+5 eff.) 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. |
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! |
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! |
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 (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. |
potent fiery salve [power 13] potent fiery salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (13% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent water salve [power 13] potent water salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (13% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 15] powerful frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 208] powerful healing salve [power 208]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 208, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
iron gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Iron Grip Disarm immunity: +60% Tinkers can be attached to normal items to improve them with steam power! |
steel grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
steel saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
2 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. |
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. |
4 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 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
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By *now has embers* the Orc Sawbutcher level 12
32nd Retaking 124th year of Ascendancy at 01:30 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By *now has embers* the Orc Sawbutcher level 13
43rd Retaking 124th year of Ascendancy at 14:35 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By *now has embers* the Orc Sawbutcher level 10
30th Retaking 124th year of Ascendancy at 20:08 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By *now has embers* the Orc Sawbutcher level 20
30th Revenge 124th year of Ascendancy at 14:32 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By *now has embers* the Orc Sawbutcher level 20
30th Revenge 124th year of Ascendancy at 17:21 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By *now has embers* the Orc Sawbutcher level 23
45th Revenge 124th year of Ascendancy at 00:46 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By *now has embers* the Orc Sawbutcher level 18
24th Revenge 124th year of Ascendancy at 20:53 see stats
Log
*now has embers* performs a melee critical strike against Vorebremira the larvae bloated ritch mother!
Vorebremira the larvae bloated ritch mother is on fire!
Vorebremira the larvae bloated ritch mother slows down.
*now has embers* hits Vorebremira the larvae bloated ritch mother for (85 to psi shield), 243 physical, 5 fire, (2 to psi shield), 1 physical, (19 to psi shield), 10 physical, 5 fire (263 total damage).
Tempest of Metal hits Vorebremira the larvae bloated ritch mother for (14 to psi shield), 7 physical, 5 fire, (2 to psi shield), 1 physical, (5 to psi shield), 3 physical, 5 fire (21 total damage).
Vorebremira the larvae bloated ritch mother hits *now has embers* for 3 mind, 3 mind, 3 mind, 3 mind (14 total damage).
Bleeding from *now has embers* hits Vorebremira the larvae bloated ritch mother for (36 to psi shield), 19 physical (19 total damage).
Burning from *now has embers* hits Vorebremira the larvae bloated ritch mother for 6 fire damage.
Deep Wound from *now has embers* hits Vorebremira the larvae bloated ritch mother for (6 to psi shield), 3 physical (3 total damage).
Rotting Disease from Ritch hunter hits *now has embers* for 10 blight damage.
*now has embers* performs a melee critical strike against Vorebremira the larvae bloated ritch mother!
Vorebremira the larvae bloated ritch mother shrugs off the critical damage!
Tempest of Metal performs a melee critical strike against Vorebremira the larvae bloated ritch mother!
*now has embers* performs a melee critical strike against Vorebremira the larvae bloated ritch mother!
*now has embers* hits Vorebremira the larvae bloated ritch mother for (60 to psi shield), 32 physical, 5 fire, (2 to psi shield), 1 physical, (34 to psi shield), 18 physical, 5 fire (60 total damage).
Tempest of Metal hits Vorebremira the larvae bloated ritch mother for (13 to psi shield), 7 physical, 5 fire, (2 to psi shield), 1 physical, (10 to psi shield), 5 physical, 5 fire (22 total damage).
Vorebremira the larvae bloated ritch mother hits *now has embers* for 3 mind, 3 mind, 3 mind, 3 mind (13 total damage).
*now has embers* is not stunned anymore.
Talent Implant: Steam Generator is ready to use.
Talent Punishment is ready to use.
Talent Dig is ready to use.
Deep Wound from *now has embers* hits Vorebremira the larvae bloated ritch mother for (6 to psi shield), 3 physical (3 total damage).
Burning from *now has embers* hits Vorebremira the larvae bloated ritch mother for 10 fire damage.
Bleeding from *now has embers* hits Vorebremira the larvae bloated ritch mother for (47 to psi shield), 25 physical (25 total damage).
Rotting Disease from Ritch hunter hits *now has embers* for 10 blight damage.
Vorebremira the larvae bloated ritch mother uses Willful Strike.
Vorebremira the larvae bloated ritch mother's mind surges with critical power!
Saving game...




























































































