Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Half-Cost Category Mastery 1.3.1 Convenient Digging 1.5.5 Select your Escorts 1.7.0Allows 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 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Possessor Bonus Class 1.7.4Donators/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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | 22 / 31% |
Size | medium |
Lifes / Deaths | Killed by Iseyathra the ritch hunter at level 22 on the 29th Dearth 124th year of Ascendancy at 14:35 / 1 |
Primary Stats
Strength | 73 (base 51) |
Dexterity | 17 (base 10) |
Constitution | 41 (base 19) |
Magic | 12 (base 10) |
Willpower | 27 (base 10) |
Cunning | 48 (base 35) |
Resources
Life | -238/726 |
Steam | 100/100 |
Healing Factor | 1.7781218059218 |
Regeneration | 19.469331958353 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Mainhand
Damage | 83 |
Accuracy | 32 |
Crit Chance | 25% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 32 |
Crit Chance | 14% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Light | +12% |
Nature | +20% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Nature | +26% |
All | +11% |
Defense: Base
Armour (hardiness) | 47.08934837382 (100%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 44 |
Physical Save | 39 |
Spell Save | 20 |
Mental Save | 40 |
Defense: Resistances
Nature | + 26%( 70%) |
Lightning | + 33%( 70%) |
Light | + 17%( 70%) |
Darkness | + 17%( 70%) |
Blight | + 31%( 70%) |
Cold | + 54%( 70%) |
Fire | + 39%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Confusion Resistance | 23% |
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. 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 136% efficiency and cooldown mod of 89%. 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 100% efficiency and cooldown mod of 100%. |
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 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
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. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. | 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 | miner's pair of dwarven-steel boots of tirelessness (0 def, 6 armour) miner's pair of dwarven-steel boots of tirelessness (0 def, 6 armour) 3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +6 Fatigue +3% other ------- Stamina/turn +0.30 Max stamina +10.00 Infravision +1 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | preserving brass lantern of health preserving brass lantern of health2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +1 Con defense ------ Resistance +6% blight Life +40.00 Life Regen +2.00 other ------- Light +3 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 | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour) 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +10 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +18 (+6 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 30/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | heroic rough leather gloves of regeneration (0 def, 4 armour) heroic rough leather gloves of regeneration (0 def, 4 armour) 1.0 Encumbrance T1 hands armor [Ego++] Nature/Master While equipped: defense ------ Armor +4 Mind save +6 (+2 eff.) Life +40.00 Life Regen +1.70 other ------- Stamina/turn +0.40 Psi/turn +0.10 Talents +1 Sand Shredder 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 | supercharged yew wand of shielding [power 314] (23 cooldown) supercharged yew wand of shielding [power 314] (23 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | savior's copper ring of clarity savior's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +12 (+4 eff.) Confus Resist +23% Rings make your fingers look great! |
On fingers | warrior's steel ring of fire (+24%) warrior's steel ring of fire (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +12% fire defense ------ Armor +6 Resistance +24% fire Rings make your fingers look great! |
Around neck | Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | crackling steel steamsaw of the stars (14-21 power, 12 apr) crackling steel steamsaw of the stars (14-21 power, 12 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Arcane/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +14.0% Attack Speed 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +3 Mag +2 Cun offense ------ Damage +12% light +11% darkness When Hit 1 lightning defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +11% lightning +11% light +11% darkness other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | manaburning dwarven-steel steamsaw of lightning resistance (+17%) (21-32 power, 0 apr) manaburning dwarven-steel steamsaw of lightning resistance (+17%) (21-32 power, 0 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Disrupt/Master/Steamtech Weapon Damage 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 On Hit: * 13 arcane resource burn * splashes acid on your target dealing 31 damage and reducing their armor Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +17% lightning other ------- Talents +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) Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+5 eff.) Resistance +15% 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, 11 armour) Therapeutic Platemail (4 def, 11 armour) 12.0 Encumbrance T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con offense ------ Steampower +10 (+3 eff.) defense ------ Armor +11 Hardiness +20% Defense +4 (+2 eff.) Fatigue +27% Resistance +15% cold +10% fire Healmod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
schematic: Acid Groove schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful steel amulet of soulsearing restful steel amulet of soulsearing0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ Critical power +11.00% Spellpower +7 (+4 eff.) Damage +6% blight +7% fire defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
starlit steel amulet of healing starlit steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +11% darkness Healmod +11% Blind Resist +22% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 157 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet of mastery (0.14 Steamtech / Engineering) steel amulet of mastery (0.14 Steamtech / Engineering)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.14 Steamtech/Engineering Amulets make your neck look great! |
pixie's steel ring of pilfering pixie's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +6 (+3 eff.) Accuracy +9 (+4 eff.) Ignore Armor +9 defense ------ Defense +9 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 76% 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! |
pixie's steel ring of power pixie's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +13 (+5 eff.) Mindpower +7 (+4 eff.) Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
balanced dwarven-steel greatsword of phasing (34-55 power, 12 apr) balanced dwarven-steel greatsword of phasing (34-55 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +3.5% Attack Speed 100% Ignore Shields +17% While equipped: offense ------ Accuracy +12 (+6 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +39% Massive two-handed swords. |
Ebonyfury the voratun dagger (54-71 power, 9 apr) Ebonyfury the voratun dagger (54-71 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Weapon Damage 54.5 - 70.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 darkness On Hit: * 10% chance to reduce damage dealt by 17% While equipped: Stats +5 Str +11 Dex +8 Mag +6 Wil +6 Cun +8 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 17% Sharp, short and deadly. |
windwalling steel steamsaw of winter (14-21 power, 0 apr) windwalling steel steamsaw of winter (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil offense ------ On shield block: * Deals 106 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +12% cold +11% physical Windwall +10 Slow Projectiles +13% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
blazebringer's dwarven-steel steamgun of enduring blazebringer's dwarven-steel steamgun of enduring4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego++] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-crit, radius 2 +16 fire Uses 2.0 Steam While equipped: Stats +8 Con +5 Wil offense ------ Global Speed +3% Ignore resists +5% fire defense ------ Life +28.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing pouch of dwarven-steel shots of accuracy (16/16, 30-35 power, 3 apr) arcing pouch of dwarven-steel shots of accuracy (16/16, 30-35 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 29.5 - 35.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +3 Critical Rate +5.0% Capacity 16 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
focusing cashmere robe (0 def, 0 armour) focusing cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: Stats +6 Mag +6 Wil defense ------ Resistance +11% all other ------- Mana/turn +0.21 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steel mail armour 'Belenne' (7 def, 6 armour) steel mail armour 'Belenne' (7 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Ignore Armor +1 defense ------ Armor +6 Defense +7 (+4 eff.) Fatigue +12% Resistance +6% blight +6% temporal +5% arcane +9% cold Life +36.00 other ------- Stamina/turn +2.00 A suit of armour made of mail. |
steel mail armour of fire resistance (2 def, 6 armour) steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% fire A suit of armour made of mail. |
Neritta (0 def, 29 armour) Neritta (0 def, 29 armour)17.0 Encumbrance T4 massive armor [Random Unique] Nature/Disrupt/Master While equipped: defense ------ Armor +29 Fatigue +22% Resistance +14% blight +3% temporal +15% nature +12% lightning Crit Resistance 5.00% Resist Against +9% Unnatural Mind save +9 (+3 eff.) Life +68.00 Life Regen +1.00 Healmod +12% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A suit of armour made of metal plates. |
Xunor (0 def, 2 armour) Xunor (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) Damage +3% mind Ignore resists +10% mind When Hit 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Armor +2 Resistance +9% light Spell save +6 (+3 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. |
Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 16 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 47 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Arthorach the cashmere wizard hat (2 def, 0 armour) Arthorach the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +12% acid +9% mind When Hit 2 mind On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Defense +2 (+1 eff.) Resistance +12% mind other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Zubessra the elven-silk wizard hat (3 def, 0 armour) Zubessra the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Cun +4 Con offense ------ Physical Power +5 (+1 eff.) Damage +24% arcane Ignore resists +10% physical Accuracy +10 (+5 eff.) On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Defense +3 (+2 eff.) Mind save +13 (+5 eff.) other ------- Stamina/turn +1.00 Max mana +32.00 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Adoseda the Boltobeisance (2 def, 0 armour) Adoseda the Boltobeisance (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Defense +2 (+1 eff.) Resistance +15% lightning +18% nature +15% mind A pointy cloth hat, very wizardly... |
prismatic hardened leather cap of absorption (0 def, 3 armour) prismatic hardened leather cap of absorption (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +12% light +14% darkness other ------- Stamina when Hit +0.70 EQ when Hit +1.00 A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Fireedge the dwarven-steel helm (0 def, 7 armour) Fireedge the dwarven-steel helm (0 def, 7 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Critical power +20.00% When Hit 6 fire defense ------ Armor +7 Fatigue +4% Resistance +6% acid Unlife -20.00 life other ------- Stamina/turn +3.00 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
3 spinel 3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
12 topaz 12 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 onyx 11 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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 lapis lazuli 12 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Tower Detonator Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
dwarven steel grip dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 14] simple frost salve [power 14]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 89% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 177] simple healing salve [power 177]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 136% efficiency and 89% cooldown modifier. Heal 177 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+5 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
The Jolt The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ 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. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Benson the Orc Sawbutcher level 12
41st Retaking 124th year of Ascendancy at 15:12 see stats
By Benson the Orc Sawbutcher level 14
46th Retaking 124th year of Ascendancy at 02:50 see stats
By Benson the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 02:01 see stats
By Benson the Orc Sawbutcher level 20
27th Dearth 124th year of Ascendancy at 11:57 see stats
By Benson the Orc Sawbutcher level 18
17th Revenge 124th year of Ascendancy at 22:04 see stats
Log
Melee retaliation hits Iseyathra the ritch hunter for (0 to psi shield), 0 lightning, (0 to psi shield), 0 lightning (1 total damage).
Iseyathra the ritch hunter hits Benson for 41 physical, 5 nature, 2 healing, 9 fire, 12 lightning, 139 physical, 9 fire, 0 lightning (213 total damage) [2 healing].
Iseyathra the ritch hunter is no longer frenzied.
Rotting Disease from Zubanne the ritch hunter hits Benson for 19 blight damage.
Melee retaliation hits Iseyathra the ritch hunter for (0 to psi shield), 0 lightning (0 total damage).
Iseyathra the ritch hunter's Beyond the Flesh hits Benson for 63 physical, 9 fire, 12 lightning (83 total damage).
Zubanne the ritch hunter casts Flame.
Zubanne the ritch hunter's spell attains critical power!
Benson is on fire!
Zubanne the ritch hunter hits Benson for 61 fire damage.
Iseyathra the ritch hunter shoves Larvae bloated ritch mother aside.
Talent Create Tinker is ready to use.
Talent Punishment is ready to use.
Talent Implant: Steam Generator is ready to use.
Rotting Disease from Zubanne the ritch hunter hits Benson for 19 blight damage.
Burning from Zubanne the ritch hunter hits Benson for 16 fire damage.
Melee retaliation hits Iseyathra the ritch hunter for (0 to psi shield), 0 lightning (0 total damage).
Iseyathra the ritch hunter's Beyond the Flesh hits Benson for 67 physical, 9 fire, 12 lightning (87 total damage).
Iseyathra the ritch hunter casts Flame.
Iseyathra the ritch hunter hits Benson for 0 fire damage.
Melee retaliation hits Zubanne the ritch hunter for 0 lightning damage.
Zubanne the ritch hunter hits Benson for 5 blight, 7 lightning (12 total damage).
Ritch centipede hits Benson for 3 blight damage.
Melee retaliation hits Ritch centipede for 0 lightning damage.
The unstable sand tunnel collapses!
Melee retaliation hits Iseyathra the ritch hunter for (0 to psi shield), 0 lightning, (0 to psi shield), 0 lightning (0 total damage).
Iseyathra the ritch hunter hits Benson for 49 physical damage.
Iseyathra the ritch hunter's Beyond the Flesh hits Benson for 42 physical, 0 fire, 12 lightning (54 total damage).
Benson the level 22 orc sawbutcher was chopped into tiny pieces to death by Iseyathra the ritch hunter on level 4 of Ritch Hive.