

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 36 / 71% |
| Size | big |
| Lifes / Deaths | Killed by Grom at level 18 on the 36th Revenge 124th year of Ascendancy at 23:07 0 / 8Killed by skeleton master archer at level 31 on the 22nd Dearth 124th year of Ascendancy at 03:33 Killed by Grom's temporal clone at level 34 on the 28th Loss 124th year of Ascendancy at 02:20 Killed by Grom's temporal clone at level 34 on the 28th Loss 124th year of Ascendancy at 02:38 Killed by Assas the shalore at level 35 on the 49th Loss 124th year of Ascendancy at 08:22 Killed by Grom's temporal clone at level 35 on the 49th Loss 124th year of Ascendancy at 08:33 Killed by High Sun Paladin Aeryn at level 36 on the 35th Destruction 124th year of Ascendancy at 10:35 Killed by High Sun Paladin Aeryn at level 36 on the 35th Destruction 124th year of Ascendancy at 11:00 |
Primary Stats
| Strength | 126 (base 60) |
| Dexterity | 21 (base 11) |
| Constitution | 49 (base 41) |
| Magic | 21 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 46 (base 45) |
Resources
| Life | -557/1126 |
| Mana | 375/375 |
| Steam | 98/100 |
| Healing Factor | 1.4171232876711 |
| Regeneration | 4.463938356164 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 10 |
| See Stealth | 20 |
| See Invisible | 24 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Nature | +14% |
| Physical | +19% |
| Arcane | +14% |
| Fire | +31% |
| All | +2% |
Offense: Damage Penetration
| Nature | +12% |
| Darkness | +17% |
| Physical | +29% |
| Fire | +29% |
| Blight | +27% |
| Arcane | +22% |
| Mind | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 53 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 27 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 19%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 30%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Confusion Resistance | 10% |
| Disarm Resistance | 27% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 8 turns. While Heroism is active, you will only die when reaching -811 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 125% efficiency and cooldown mod of 68%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Furnace | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Automated butchery | 1.41 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Overheat Saws |
| talent | Grinding Shield |
| detrimental effect | The target has been revealed, reducing its stealth power by 21. Luminescence |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target is recovering 27 life each turn. Recovery |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | You have 7 charges. Molten Point |
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. * You have placed the little surprise. | done |
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 |
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'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 |
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 | Lisotira the Starhunt (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +8 Fatigue: +3% Changes resistances: +12% mind / +9% light Talent granted: +2 Rocket Boots Mental save: +3 (+1 eff.) Confusion immunity: +10% Pinning immunity: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Zanochik'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane / 8 mind Changes stats: +2 Mag Changes resistances: +8% temporal / +7% cold Changes resistances penetration: +20% blight Spell save: +20 (+10 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +4% Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Viperbolt the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +6% acid / +13% light / +13% darkness Changes damage: +15% acid Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Yvarima' (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +4 (+1 eff.) Armour: +2 Changes stats: +5 Str Changes resistances penetration: +20% mind Talent granted: +4 Spring Grapple Physical save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +27% Maximum life: +40.00 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Burst (radius 2) on crit: +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 26/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
| On fingers | BeloranPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +24% fire Changes damage: +12% fire Critical mult.: +10.00% Mental save: +6 (+3 eff.) Blindness immunity: +23% Spellpower: +6 (+3 eff.) Spell crit. chance: +1% Infravision radius: +3 See stealth: +5 See invisible: +9 Rings can have magical properties. |
| On fingers | Glessra the DourseamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +5 Dex / +3 Mag / +5 Wil Changes resistances penetration: +10% darkness Grants telepathy: Dragon Rings can have magical properties. |
| Around neck | BalancewellCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +12% darkness Changes resistances penetration: +5% nature Changes damage: +6% nature Talent mastery: +0.11 Steamtech / Automated butchery Amulets can have magical properties. |
| In main hand | dwarven-steel steamsaw 'Prismoracle' (25-37.5 power, 20 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 25.0 - 37.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Damage Shield penetration (this weapon only): +13% Damage (Melee): +5 darkness Burst (radius 1) on hit: +80 20% chance of physical repulsion Damage against: +9% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to blind Changes stats: +1 Dex / +3 Mag / +4 Con Changes resistances: +12% light Talent granted: +2 Block Stamina each turn: +0.40 Only die when reaching: -20.00 life 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 | hardened leather belt 'Xuma' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Defense: +15 (+7 eff.) Changes stats: +2 Str / +3 Wil Talent granted: +2 Thunder Grenade Critical mult.: +12.00% Stealth bonus: +10 Life regen: +0.40 Stamina each turn: +0.60 Only die when reaching: -80.00 life A belt that goes around your waist. |
| In off hand | crackling dwarven-steel steamsaw of mind resistance (+13%) (22-33 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.0 - 33.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Burst (radius 1) on hit: +60 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to daze at end of turn Changes stats: +3 Dex Changes resistances: +13% lightning / +13% 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! |
| Cloak | Xata (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 16 acid Changes stats: +3 Str / +3 Con Changes resistances: +6% acid / +3% light / +6% cold / +9% nature / +24% lightning Stun/Freeze immunity: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Kedraneg the Cystshaper (4 def, 23 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +23 Armour Hardiness: +0% Defense: +4 (+2 eff.) Fatigue: +9% Damage (Melee): 22 acid / 28 fire Damage when hit (Melee): 25 acid / 23 fire / 40 physical Changes resistances: +31% acid / +32% fire / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +6% nature Life regen: +2.50 Maximum life: +48.00 Healing mod.: +15% A suit of armour made of leather. |
Inventory
steam generator implant of the duelist (steam 8)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: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 10.70 cold and 12.48 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Overclocked Radius (28-42 power, 19 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Base power: 28.0 - 42.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +9.0% Attack speed: 142% Block value: +50 On weapon hit: * increase paradox by a random amount On weapon crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Fatigue: +9% Damage affinity(heal): +30% temporal Talents granted: +1 Paradox Pool +2 Block Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
icy dwarven-steel steamsaw of the leech (21.5-32.25 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.5 - 32.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +45 On weapon hit: * Slows global speed by 7% * leeches stamina from the target Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 11 ice / 7 nature slow 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! |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+10 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
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. |
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: +0% lightning / +15% cold Physical save: +10 (+3 eff.) Stun/Freeze immunity: +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Bleakscar (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Changes stats: +4 Cun / +4 Dex Changes resistances: +15% temporal Changes resistances penetration: +10% darkness Changes damage: +12% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (-5 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. |
Sootwake (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +5 Str Changes resistances: +9% acid Changes damage: +12% acid / +9% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
36 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. |
16 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. |
35 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 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 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Uridrasus the Glowquake (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +5 Dex / +5 Mag / +4 Con Changes damage: +6% light Grants telepathy: Humanoid/Orc Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
33 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
28 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, 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. |
powerful healing salve [power 234] powerful healing salve [power 234]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 234, putting Talent Medical Injector on cooldown for 15 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), putting 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 Attach on item worn on slot 'hands' 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. |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
25 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. |
ash wand of clairvoyance 'Murktide' [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +3% darkness Changes damage: +6% fire It can be used to reveal the area around you, dispelling darkness (radius 10, power 45 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 negative energy. 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
45 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Grom the Orc Sawbutcher level 13
17th Revenge 124th year of Ascendancy at 00:31 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Grom the Orc Sawbutcher level 12
40th Retaking 124th year of Ascendancy at 15:38 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Grom the Orc Sawbutcher level 31
14th Dearth 124th year of Ascendancy at 13:38 see stats
Exterminator
Killed 1000 creatures.By Grom the Orc Sawbutcher level 26
27th Pain 124th year of Ascendancy at 04:13 see stats
Level 10
Got a character to level 10.By Grom the Orc Sawbutcher level 10
33rd Retaking 124th year of Ascendancy at 17:31 see stats
Level 20
Got a character to level 20.By Grom the Orc Sawbutcher level 20
46th Revenge 124th year of Ascendancy at 04:59 see stats
Level 30
Got a character to level 30.By Grom the Orc Sawbutcher level 30
40th Pain 124th year of Ascendancy at 04:54 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Grom the Orc Sawbutcher level 35
30th Loss 124th year of Ascendancy at 00:23 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Grom the Orc Sawbutcher level 33
14th Loss 124th year of Ascendancy at 11:12 see stats
Size matters
Did over 600 damage in one attack.By Grom the Orc Sawbutcher level 33
14th Loss 124th year of Ascendancy at 01:57 see stats
That was close
Killed your target while having only 1 life left.By Grom the Orc Sawbutcher level 16
34th Revenge 124th year of Ascendancy at 15:43 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Grom the Orc Sawbutcher level 25
26th Pain 124th year of Ascendancy at 08:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Grom the Orc Sawbutcher level 34
28th Loss 124th year of Ascendancy at 19:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grom the Orc Sawbutcher level 17
36th Revenge 124th year of Ascendancy at 05:11 see stats
Log
Acid Splash from High Sun Paladin Aeryn hits Grom for 0 acid damage.
Grom receives 38 healing.
Something hits Grom for 34 fire, 51 light, 68 physical (154 total damage).
Grom is not crippled anymore.
Acid Splash from High Sun Paladin Aeryn hits Grom for 0 acid damage.
Grom receives 38 healing.
Grom misses Something.
Grom hits Something for 57 physical, 27 fire, 15 arcane, 28 fire, 17 acid (144 total damage).
Something hits Grom for 4 cold, 11 physical, 5 light (19 total damage).
Something hits Grom for 36 fire, 53 light, 68 physical (157 total damage).
Grom is free from the acid.
Grom receives 38 healing.
Grom misses Something.
Grom misses Something.
Grom is stunned!
Something hits Grom for 332 physical, 0 acid, 2 cold (334 total damage).
Shield of Light hits Grom for 36 light, 12 cold, 4 cold (52 total damage).
Grom hits Something for 23 fire, 33 acid, 29 physical, 3 mind, 6 arcane, 23 fire, 33 acid, 29 physical, 5 mind, 6 arcane (187 total damage).
Grom is pulled in!
Something hits Grom for 37 fire, 54 light, 68 physical (159 total damage).
Grom is not stunned anymore.
Grom has recovered!
Grom receives 38 healing.
Grom misses Something.
Grom hits Something for 124 physical, 4 darkness, 27 fire, 15 arcane, 28 fire, 17 acid (214 total damage).
Something hits Grom for 6 cold, 11 physical, 6 light (23 total damage).
Saving game...



























































































