
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Nightmare Roguelike | 
| Sex | Male | 
| Race | Orc | 
| Class | Sawbutcher | 
| Level / Exp | 27 / 76% | 
| Size | big | 
| Lifes / Deaths | Killed by Adutira the ritch centipede at level 23 on the 8th Pain 124th year of Ascendancy at 01:35  / 2Killed by ritch flamespitter at level 27 on the 28th Pain 124th year of Ascendancy at 14:30  | 
Primary Stats
| Strength | 110 (base 58) | 
| Dexterity | 18 (base 10) | 
| Constitution | 17 (base 11) | 
| Magic | 11 (base 10) | 
| Willpower | 19 (base 10) | 
| Cunning | 59 (base 51) | 
Resources
| Life | -349/702 | 
| Steam | 100/100 | 
| Healing Factor | 1.362941519274 | 
| Regeneration | 3.0666184183666 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 5 | 
| Infravision | 6 | 
| See Stealth | 15 | 
| See Invisible | 16 | 
Offense: Mainhand
| Damage | 143 | 
| Accuracy | 44 | 
| Crit Chance | 26% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 58 | 
| Accuracy | 44 | 
| Crit Chance | 24% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 5.5 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +6% | 
| Lightning | +12% | 
| Light | +11% | 
| Nature | +5% | 
| Cold | +6% | 
| Physical | +15% | 
| Fire | +6% | 
| All | 0% | 
Offense: Damage Penetration
| All | +7% | 
Defense: Base
| Armour (hardiness) | 58.08934837382 (100%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 0 | 
| Physical Save | 44 | 
| Spell Save | 10 | 
| Mental Save | 36 | 
Defense: Resistances
| Mind | + 12%( 70%) | 
| Lightning | + 18%( 70%) | 
| Nature | + 17%( 70%) | 
| Cold | + 42%( 70%) | 
| Blight | + 10%( 70%) | 
| Physical | + 14%( 70%) | 
| Fire | + 10%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 58% | 
| Poison Resistance | 23% | 
| Instadeath Resistance | 100% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 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 124% efficiency and cooldown mod of 56%. 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 161% efficiency and cooldown mod of 59%. Its effects scale with your Strength 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 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Strength stat.  | 
Class Talents
| Steamtech / Automated butchery | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Steamtech / Battle machinery | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Battlefield management | 1.30 | 
  | 4/5 | 
  | 3/5 | 
  | 2/5 | 
  | 5/5 | 
| Steamtech / Sawmaiming | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 3/5 | 
  | 0/5 | 
| Steamtech / Butchery | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Race / Orc | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning.  | 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves.  | done | 
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now.  | done | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the 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'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future.  | done | 
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 1/8 yetis.  | 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 |  blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +3 Talent granted: +1 Rocket Boots Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather.  | 
| Light source |  bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +6 See stealth: +5 See invisible: +6 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 |  Yeti Mind Controller (0 def, 3 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Mental save: +10 (+4 eff.) Mindpower: +9 (+5 eff.) Mental crit. chance: +9% Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 7/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war.  | 
| On hands |  Brightquick (0 def, 10 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +10 Damage (Melee): 5 nature Changes stats: +2 Con Changes resistances: +6% nature Changes damage: +6% fire / +5% nature / +9% physical Talent granted: +2 Project Saw Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own.  | 
| On fingers |  GalegrindCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +6 Changes stats: +4 Dex Changes damage: +12% lightning / +6% cold / +6% physical Stun/Freeze immunity: +28% Life regen: +2.00 Rings make your fingers look great!  | 
| On fingers |  rogue's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Damage (Melee): 10 light Damage (Ranged): 17 light Changes stats: +2 Cun / +2 Mag Changes damage: +11% light Rings make your fingers look great!  | 
| Around neck |  cleansing steel amulet of willpower (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% nature / +10% blight Poison immunity: +23% Disease immunity: +20% Amulets make your neck look great!  | 
| In main hand |  reinforced stralite steamsaw of physical resistance (+14%) (32-49 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.5 - 48.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +63 On weapon hit: * splashes acid on your target dealing 42 damage and reducing their armor Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +10% Changes resistances: +14% physical Talent granted: +2 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!  | 
| Around waist |  Dourvagrant the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% * 10% chance to reduce all saves and defense by 22 Damage when hit (Melee): 6 darkness Changes stats: +3 Wil Changes damage: +6% mind Mental save: +9 (+4 eff.) Maximum life: +32.00 A belt that goes around your waist.  | 
| In off hand |  steel steamsaw 'Frigidslice' (16-25 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.5 - 24.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +20 On weapon hit: * splashes acid on your target dealing 43 damage and reducing their armor Damage (Melee): +8 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +4.0% Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +12% mind / +12% cold Talent granted: +1 Block Physical save: +15 (+5 eff.) 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 (+4 eff.) Changes resistances: +18% lightning / +15% cold Physical save: +10 (+3 eff.) Stun/Freeze immunity: +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch.  | 
| Main armor |  Therapeutic Platemail (4 def, 12 armour) Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +20% Defense: +4 (+2 eff.) Fatigue: +26% Changes stats: +3 Dex / +3 Con Changes resistances: +15% cold / +10% fire Healing mod.: +30% Steampower: +10 (+2 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 12 power out of 2/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist.  | 
Inventory
 schematic: Armour ReinforcementRequires: - 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.  | 
 schematic: Iron GripRequires: - 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.  | 
 schematic: Pain Suppressor SalveRequires: - 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.  | 
 schematic: Poison GrooveRequires: - 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.  | 
 2 schematic: Waterproof CoatingRequires: - 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.  | 
 mindweaver's gold amulet of constitution (+2)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con / +2 Wil Mental save: +7 (+3 eff.) Confusion immunity: +13% Mindpower: +7 (+4 eff.) Amulets make your neck look great!  | 
 Falendur the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +20% mind Physical save: +10 (+3 eff.) Spell save: +9 (+9 eff.) Mental save: +14 (+6 eff.) Mana each turn: +0.04 Psi when hit: +0.16 Maximum mana: +40.00 Rings make your fingers look great!  | 
 gold ring 'Skystreak'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +6 Dex / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +25% lightning Changes damage: +18% nature See invisible: +6 Rings make your fingers look great!  | 
 sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Changes stats: +6 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
 wizard's copper ring of frost (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +22% cold Changes damage: +11% cold Spell save: +4 (+4 eff.) Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe of crippling (17-24 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.Heatfist the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% lightning / +7% temporal / +6% fire Changes damage: +21% fire Reduces incoming crit damage: 10.00% See invisible: +21 A belt that goes around your waist.  | 
 TarrylethelCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% temporal / +10% cold / +6% fire / +3% mind / +18% nature Physical save: +12 (+4 eff.) Life regen: +2.00 A belt that goes around your waist.  | 
 Neremas (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Armour: +2 Changes damage: +6% physical Physical save: +11 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Shinesaw the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str / +2 Wil Changes resistances: +9% light Changes damage: +3% light Psi when hit: +0.08 Mindpower: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 corrosive hardened leather gloves of butchering (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Physical power: +4 (+1 eff.) Armour: +2 Damage (Melee): 7 acid Changes resistances: +5% blight / +6% acid Changes damage: +3% acid Spell save: +11 (+10 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 heroic hardened leather gloves of strength (+2) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +6 Changes stats: +2 Str Mental save: +7 (+3 eff.) Maximum life: +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 storm hardened leather gloves of the juggernaut (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 lightning Changes stats: +2 Con Changes resistances: +7% lightning Changes damage: +5% lightning Physical save: +13 (+4 eff.) Spell save: +6 (+6 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 umbral dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 darkness Changes stats: +3 Str Changes resistances: +7% darkness Changes damage: +3% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Eragodas (10 def, 16 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +16 Defense: +10 (+5 eff.) Fatigue: +3% Changes resistances penetration: +20% physical Maximum stamina: +30.00 Infravision radius: +1 A cap made of leather.  | 
 Mireschism (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 2 mind Changes stats: +2 Cun / +4 Wil Changes resistances: +19% nature Changes damage: +13% nature Equilibrium when hit: +0.08 A pointy cloth hat, very wizardly...  | 
 Yvibeth the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Dex / +8 Wil Changes resistances: +8% fire / +6% mind / +10% cold Infravision radius: +3 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Emeladheta the steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Damage when hit (Melee): 10 mind Changes resistances: +6% arcane Changes resistances penetration: +25% mind Changes damage: +18% arcane Spell save: +13 (+11 eff.) A suit of armour made of mail.  | 
 Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer.  | 
 cleansing steel mail armour of Eyal (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +10% nature / +11% blight Life regen: +3.00 Maximum life: +20.00 Healing mod.: +11% A suit of armour made of mail.  | 
 enlightening dwarven-steel mail armour of the deep (3 def, 11 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Mental save: +13 (+5 eff.) A suit of armour made of mail.  | 
 steel mail armour 'Aratira' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +31% acid / +12% light / +3% lightning / +5% arcane / +10% darkness Knockback immunity: +20% A suit of armour made of mail.  | 
 Floewasp the drakeskin leather armour (26 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +26 (+13 eff.) Fatigue: +8% Changes stats: +8 Str / +2 Dex Changes resistances: +10% physical / +20% darkness / +6% blight / +3% fire / +5% arcane / +6% cold Changes damage: +9% cold Life regen: +4.50 Stamina each turn: +1.40 Light radius: +2 Movement speed: +20% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather.  | 
 Zubessra the Ebonybreak (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 11% Damage (Melee): 7 darkness Damage (Ranged): 8 darkness Changes stats: +3 Cun / +7 Wil Changes resistances: +20% temporal / +22% darkness / +8% mind Changes damage: +6% acid / +6% darkness Mental save: +28 (+10 eff.) Defense after a teleport: +18 Resist all after a teleport: +17% New effects duration reduction after a teleport: +21% It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather.  | 
 74 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.  | 
 22 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.  | 
 12 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.  | 
 32 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 9 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.  | 
 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 voratun pickaxe 'Isluba' (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Fatigue: -6% Damage when hit (Melee): 4 mind Changes stats: +6 Str Changes resistances: +13% nature Changes resistances penetration: +10% mind Changes damage: +9% nature Critical mult.: +5.00% Maximum life: +24.00 Maximum stamina: +23.00 Maximum psi: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
 31 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.  | 
 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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 24 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
potent healing salve [power 189] potent healing salve [power 189]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 189 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
powerful fiery salve [power 17] powerful fiery salve [power 17]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 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
 Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly.  | 
 Glacierbreaker the ash totem of summon tentacle [power 165]  (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +9% darkness / +3% acid / +3% cold / +6% nature / +5% arcane It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 460 Base Damage: 182 Armor: 15 All Resist: 14 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase all damage penetration by 14% for 2 turns. * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 7 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.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 26 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.  | 
Achievements
			A Fistful of Gold (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.By Koradubar the Orc Sawbutcher level 12
20th Retaking 124th year of Ascendancy at 08:42 see stats
			Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Koradubar the Orc Sawbutcher level 14
32nd Retaking 124th year of Ascendancy at 19:55 see stats
			Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!By Koradubar the Orc Sawbutcher level 21
41st Revenge 124th year of Ascendancy at 10:16 see stats
			I did not want that! (Nightmare (Roguelike) difficulty)
			Tricked Nektosh into killing one of his own people.By Koradubar the Orc Sawbutcher level 26
19th Pain 124th year of Ascendancy at 03:22 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Koradubar the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 18:25 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Koradubar the Orc Sawbutcher level 20
39th Revenge 124th year of Ascendancy at 08:06 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Koradubar the Orc Sawbutcher level 25
9th Pain 124th year of Ascendancy at 05:37 see stats
			This will make a big Omelette! (Nightmare (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Koradubar the Orc Sawbutcher level 24
8th Pain 124th year of Ascendancy at 07:22 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Koradubar the Orc Sawbutcher level 18
51st Retaking 124th year of Ascendancy at 01:43 see stats
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By Koradubar the Orc Sawbutcher level 23
8th Pain 124th year of Ascendancy at 01:35 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
You cannot go into the wilds with the following effects: Brainlocked, Confused
Koradubar wears (replacing Emeladheta the steel mail armour (2 def, 8 armour) ): Therapeutic Platemail (4 def, 10 armour).
You detach steel armour reinforcement from your Emeladheta the steel mail armour (2 def, 6 armour).
You attach steel armour reinforcement to your Therapeutic Platemail (4 def, 12 armour) .
Fire drake's devouring flames area effect drains life from Koradubar!
Fire drake's devouring flames area effect drains life from Ritch flamespitter!
Fire drake receives 3 healing from Koradubar.
Fire drake's devouring flames area effect hits Koradubar for 20 fire damage.
Fire drake's devouring flames area effect hits Ritch flamespitter for 8 fire damage.
Fire drake receives 1 healing from Ritch flamespitter.
Talent Implant: Steam Generator is ready to use.
Ritch flamespitter spits flames!
The Cog spins up and deflects the blow from Koradubar!
Ritch flamespitter hits Koradubar for 0 fire damage.
Fire drake's devouring flames area effect drains life from Koradubar!
Fire drake's devouring flames area effect drains life from Ritch flamespitter!
Fire drake receives 3 healing from Koradubar.
Fire drake's devouring flames area effect hits Koradubar for 20 fire damage.
Fire drake's devouring flames area effect hits Ritch flamespitter for 8 fire damage.
Rimebark's ice area effect hits Silumina the treant for 104 cold damage.
Fire drake receives 1 healing from Ritch flamespitter.
Fire drake breathes fire!
Koradubar is on fire!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Koradubar for 135 fire damage.
Fire drake hits Koradubar for 212 fire damage.
Koradubar the level 27 orc sawbutcher was burnt to death by a ritch flamespitter on level 1 of Sunwall Observatory.


























































































