
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Select your Escorts 1.6.0Allows 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 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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 | Normal Exploration |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 35 / 82% |
| Size | big |
| Lifes / Deaths | Killed by steam giant gunslinger at level 10 on the 25th Retaking 124th year of Ascendancy at 21:48 / 43Killed by sun-mage recruit at level 11 on the 27th Retaking 124th year of Ascendancy at 17:51 Killed by sun-mage at level 11 on the 27th Retaking 124th year of Ascendancy at 23:12 Killed by sun-mage at level 12 on the 30th Retaking 124th year of Ascendancy at 08:20 Killed by sun-mage at level 12 on the 30th Retaking 124th year of Ascendancy at 10:00 Killed by Islyritha the large brown snake at level 13 on the 33rd Retaking 124th year of Ascendancy at 14:53 Killed by umbral horror at level 14 on the 34th Retaking 124th year of Ascendancy at 21:07 Killed by fire drake hatchling at level 14 on the 34th Retaking 124th year of Ascendancy at 22:03 Killed by netherworm mass at level 15 on the 36th Retaking 124th year of Ascendancy at 06:52 Killed by Belylegalaith the troll pirate at level 16 on the 41st Retaking 124th year of Ascendancy at 17:10 Killed by Star Gazer at level 21 on the 17th Revenge 124th year of Ascendancy at 05:33 Killed by Star Gazer at level 21 on the 17th Revenge 124th year of Ascendancy at 06:18 Killed by orc necromancer (subdued) at level 23 on the 20th Revenge 124th year of Ascendancy at 02:31 Killed by orc necromancer (subdued) at level 23 on the 20th Revenge 124th year of Ascendancy at 07:01 Killed by Gytha the ogre mauler at level 23 on the 20th Revenge 124th year of Ascendancy at 08:00 Killed by High Sun Paladin Aeryn at level 25 on the 42nd Revenge 124th year of Ascendancy at 11:36 Killed by High Sun Paladin Aeryn at level 25 on the 42nd Revenge 124th year of Ascendancy at 12:52 Killed by Lisywyn the sunwall guard at level 25 on the 42nd Revenge 124th year of Ascendancy at 16:37 Killed by Neruma the shalore liberator at level 25 on the 42nd Revenge 124th year of Ascendancy at 19:23 Killed by Neruma the shalore liberator at level 25 on the 42nd Revenge 124th year of Ascendancy at 20:10 Killed by Neruma the shalore liberator at level 25 on the 42nd Revenge 124th year of Ascendancy at 21:07 Killed by Neruma the shalore liberator at level 25 on the 42nd Revenge 124th year of Ascendancy at 21:57 Killed by sun-mage at level 25 on the 42nd Revenge 124th year of Ascendancy at 23:51 Killed by sun-mage at level 25 on the 43rd Revenge 124th year of Ascendancy at 00:30 Killed by Lisotta the sun-mage at level 25 on the 43rd Revenge 124th year of Ascendancy at 15:01 Killed by Emilaith the sun paladin at level 26 on the 43rd Revenge 124th year of Ascendancy at 20:52 Killed by Beliba the sunwall vindicator at level 26 on the 44th Revenge 124th year of Ascendancy at 01:42 Killed by Xanurin the ghast at level 26 on the 52nd Revenge 124th year of Ascendancy at 12:21 Killed by multi-hued crystal at level 28 on the 32nd Pain 124th year of Ascendancy at 13:14 Killed by Cyridarin the shimmering crystal at level 29 on the 32nd Pain 124th year of Ascendancy at 15:18 Killed by Nerythra the Guardian at level 30 on the 39th Pain 124th year of Ascendancy at 06:51 Killed by Siluwe the Guardian at level 30 on the 39th Pain 124th year of Ascendancy at 12:58 Killed by Vehie the shalore at level 30 on the 11st Dearth 124th year of Ascendancy at 00:55 Killed by Zubussra the sunwall guard at level 30 on the 13rd Dearth 124th year of Ascendancy at 11:59 Killed by Zubussra the sunwall guard at level 30 on the 13rd Dearth 124th year of Ascendancy at 13:40 Killed by Ce'Nurann the shalore liberator at level 30 on the 13rd Dearth 124th year of Ascendancy at 17:01 Killed by Ce'Nurann the shalore liberator at level 30 on the 13rd Dearth 124th year of Ascendancy at 18:36 Killed by Elakira the sun paladin at level 31 on the 14th Dearth 124th year of Ascendancy at 00:48 Killed by Elakira the sun paladin at level 31 on the 14th Dearth 124th year of Ascendancy at 01:37 Killed by Xanema the sunwall guard at level 32 on the 14th Dearth 124th year of Ascendancy at 16:29 Killed by Bethorivea the shalore liberator at level 32 on the 14th Dearth 124th year of Ascendancy at 22:29 Killed by Ivytira the sunwall guard at level 32 on the 14th Dearth 124th year of Ascendancy at 23:15 Killed by sun-mage at level 32 on the 15th Dearth 124th year of Ascendancy at 01:59 |
Primary Stats
| Strength | 127 (base 60) |
| Dexterity | 34 (base 10) |
| Constitution | 31 (base 15) |
| Magic | 21 (base 10) |
| Willpower | 34 (base 10) |
| Cunning | 101 (base 60) |
Resources
| Life | 937/937 |
| Steam | 100/100 |
| Healing Factor | 1.7647164179104 |
| Regeneration | 4.6764985074626 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +343.67770420022% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 47 |
| Crit Chance | 49% |
| APR | 56 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 86 |
| Accuracy | 47 |
| Crit Chance | 50% |
| APR | 61 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Mind | +12% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +27% |
| Darkness | +32% |
| Nature | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 63.08934837382 (81.030927835052%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 22 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 33%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 61%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 9%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 34%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Pinning Resistance | 86% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 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 126% efficiency and cooldown mod of 52%. 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 141% efficiency and cooldown mod of 61%. Its effects scale with your Constitution stat. |
| 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 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.47 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Butchery | 1.47 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Grinding Shield |
| talent | Tempest of Metal |
| talent | Saw Wheels |
| talent | Overheat Saws |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * 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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * 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 | Anti-Gravity Boots (8 def, 8 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +1 Rocket Boots Pinning immunity: +50% Steampower: +3 (+0 eff.) These boots have a 5% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (102 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (171 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Eclipsefury the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% * 20% chance to reduce armor by 24% Changes stats: +4 Wil Changes resistances penetration: +25% darkness Critical mult.: +13.00% Physical save: +8 (+3 eff.) Light radius: +8 Healing mod.: +11% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gilufang the drakeskin leather cap (0 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +13 Fatigue: +5% Changes stats: +3 Dex / +5 Wil / +9 Cun Changes resistances: +11% blight / +11% temporal / +15% lightning Changes damage: +6% mind Physical save: +3 (+1 eff.) Mental save: +17 (+6 eff.) Maximum hate: +4.00 Maximum psi: +10.00 A cap made of leather. |
| On hands | Assassin's Surprise (0 def, 4 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Talent granted: +1 Sand Shredder Poison immunity: +20% 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 fire a poisonous bolt out to range 6 that deals 24 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 74 addition nature damage over 3 turns (damage based on Cunning) Activation costs 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
| Tool | Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Ulfolathadar the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +7 Dex / +13 Cun / +2 Con Changes resistances: +15% fire Spell save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
| On fingers | stralite ring 'Branarak'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +6 Changes stats: +6 Mag / +5 Wil / +2 Cun Changes resistances penetration: +20% physical Stamina each turn: +2.00 Psi when hit: +0.08 Spellpower: +12 (+6 eff.) Rings can have magical properties. |
| Around neck | AmudoldirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +16 Changes resistances: +17% lightning / +9% fire / +6% darkness Talent masteries: +0.17 Steamtech / Butchery +0.17 Steamtech / Battlefield management Critical mult.: +13.00% Stun/Freeze immunity: +20% Amulets can have magical properties. |
| In main hand | dwarven-steel steamsaw 'Rotburst' (25.5-38.25 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.5 - 38.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +43 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Damage (Melee): +20 mind Damage (radius 1) on hit: +16 acid Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 4 acid / 8 nature Changes resistances penetration: +10% nature Changes damage: +6% nature / +6% mind 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 | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | flaming stralite steamsaw of crushing (32.5-48.75 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces 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%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +70 Damage (radius 1) on hit: +7 fire Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 (+2 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% 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! |
| 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: +10% nature / +25% cold Physical save: +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Therapeutic Platemail (4 def, 10 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: +10 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +6 Str / +9 Dex / +6 Mag / +6 Wil / +6 Cun / +9 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 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.38 cold and 12.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-4 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
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. |
59 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. |
6 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
4 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+6 eff.) When used to imbue an object: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+6 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
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. |
4 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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. |
powerful healing salve [power 299] powerful healing salve [power 299]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 126% efficiency and 52% cooldown modifier. It can be used to heal 299 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 126% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
6 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. |
6 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. |
2 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 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By temp the Orc Sawbutcher level 11
30th Retaking 124th year of Ascendancy at 04:56 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By temp the Orc Sawbutcher level 29
32nd Pain 124th year of Ascendancy at 18:14 see stats
Level 10 (Exploration mode)
Got a character to level 10.By temp the Orc Sawbutcher level 10
25th Retaking 124th year of Ascendancy at 13:47 see stats
Level 20 (Exploration mode)
Got a character to level 20.By temp the Orc Sawbutcher level 20
7th Revenge 124th year of Ascendancy at 23:45 see stats
Level 30 (Exploration mode)
Got a character to level 30.By temp the Orc Sawbutcher level 30
39th Pain 124th year of Ascendancy at 03:42 see stats
Reclaiming Garkul's Heritage (Exploration mode)
Freed the remnants of the Prides from the Internment Camp.By temp the Orc Sawbutcher level 32
17th Dearth 124th year of Ascendancy at 05:50 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By temp the Orc Sawbutcher level 31
14th Dearth 124th year of Ascendancy at 07:23 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By temp the Orc Sawbutcher level 13
33rd Retaking 124th year of Ascendancy at 22:05 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By temp the Orc Sawbutcher level 30
11st Dearth 124th year of Ascendancy at 03:11 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By temp the Orc Sawbutcher level 16
42nd Retaking 124th year of Ascendancy at 00:47 see stats
Log
You kick and destroy the valve!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 60 turns (stop reason: at exit).
You gain 5.07 gold from the melting of blazing quiver of dragonbone arrows of wind (21/21, 51.5-72.1 power, 18 apr).
You collect a new ingredient: lump of voratun (1).
You gain 4.02 gold from the melting of cleansing voratun helm of precognition (6 def, 5 armour).
You gain 2.15 gold from the melting of blurring hardened leather belt of the mystic.
You gain 5.12 gold from the melting of surging elven-wood magestaff of fate (25-30 power, 5 apr, lightning element).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.37 gold from the melting of manaburning dwarven-steel mace of massacre (36-50.4 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.86 gold from the melting of chilling stralite battleaxe of massacre (58-87 power, 3 apr).
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 6.00 gold from the melting of schematic: Unstoppable Force Salve.
You collect a new ingredient: stack of herbs (goldleaf) (2).
You gain 4.00 gold from the melting of schematic: Moss Tread.
There is a way to the previous level here (press '' or right click to use).
Temp deactivates Tempest of Metal.
Temp deactivates Saw Wheels.
Temp deactivates Grinding Shield.
Temp deactivates Overheat Saws.





















































































