

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/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. 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 | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 22 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Islomina the ritch larva at level 22 on the 19th Pain 124th year of Ascendancy at 13:57 / 1 |
Primary Stats
| Strength | 53 (base 51) |
| Dexterity | 11 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 48 (base 43) |
Resources
| Life | -422/653 |
| Steam | 43/100 |
| Healing Factor | 1.3972895330004 |
| Regeneration | 17.116796779255 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 37 |
| Crit Chance | 13% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 37 |
| Crit Chance | 13% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Light | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 23 (50%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 25 |
| Physical Save | 38 |
| Spell Save | 15 |
| Mental Save | 21 |
Defense: Resistances
| Cold | + 45%( 70%) |
| Nature | + 20%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 20%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
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 6.7 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 97% efficiency and cooldown mod of 56%. |
| 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 95% efficiency and cooldown mod of 83%. Its effects scale with your Constitution stat. |
| 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 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 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 | pair of iron boots of tirelessness (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 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 | scorching brass lantern of health2.0 Encumbrance T1 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 12 fire defense ------ Resistance +5% fire Life +41.00 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 | cashmere wizard hat 'Dawnraider' (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Accuracy +4 (+2 eff.) When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Defense +2 (+1 eff.) Resistance +12% mind +6% light other ------- Equi when Hit +0.80 Psi when Hit +1.10 Hate when Hit +1.50 Light +7 A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (2 def, 3 armour) 1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+5 eff.) Life +40.00 other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Ignore Armor +8 Critical Rate +6.0% Attack Speed 83% On-hit +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | overpowered ash wand of conjuration [power 230] (22 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 253 fire damage Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +44.00 Life Regen +6.00 Healmod +11% Rings make your fingers look great! |
| On fingers | titan's steel ring of life0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life +40.00 Life Regen +6.00 Healmod +10% Rings make your fingers look great! |
| Around neck | Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | acidic steel steamsaw of paradox (12-18 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On-hit +7 temporal On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +6% temporal 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 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 | steel steamsaw of erosion (12-18 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 On-hit +5 nature Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% 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! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 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 | Medical Urgency Vest (6 def, 9 armour) 9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +9 Hardiness +20% Defense +6 (+3 eff.) Fatigue +11% Physical save +15 (+5 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Inventory
medical injector implant (efficiency 83% / cooldown 55%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 83% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Focus Lens0.1 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: Power Distributor0.1 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: Rocket Boots0.1 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. |
cleansing steel amulet of mastery (0.10 Steamtech / Battle machinery)0.1 Encumbrance T2 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +10% nature +11% blight Poison Resist +25% Disease Resist +27% other ------- Masteries +0.10 Steamtech/Battle machinery Amulets make your neck look great! |
grounding steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +13% lightning Stun Resist +24% Amulets make your neck look great! |
steel amulet of dexterity (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +10% other ------- Infravision +3 Sight +2 See Invis +5 Amulets make your neck look great! |
mule's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% nature defense ------ Fatigue -4% Resistance +20% nature other ------- Encumbrance +20 Rings make your fingers look great! |
thought-forged steel battleaxe of massacre (30-44 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 mind On Hit: * 20% chance to reduce all saves and defense by 19 While equipped: Stats +5 Cun +2 Wil Massive two-handed battleaxes. |
slime-covered steel dagger of erosion (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Disrupt Weapon Damage 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature On Hit: * 8% chance to slow global speed by 45% Sharp, short and deadly. |
truestriking voratun dagger (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Accuracy +5 (+2 eff.) Ignore Armor +11 Sharp, short and deadly. |
dwarven-steel mace of vileness (28-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +11 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 16 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
thorny mindstar 'Xima' (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Disrupt Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Crit: * Deals 47 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +3% Mindpower +31 (+14 eff.) On-Hit 7 acid Damage +8% acid Ignore resists +4% acid defense ------ Resistance +9% acid +6% fire +3% nature Physical save +4 (+2 eff.) Spell save +3 (+3 eff.) Mind save +5 (+3 eff.) Life Regen +2.00 Confus Resist +20% other ------- Equi when Hit +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Salerin (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun +4 Wil offense ------ Spell Crit +10% Critical power +21.00% Spellpower +18 (+7 eff.) On-Hit 22 fire Damage +20% fire defense ------ Armor +3 Hardiness +6% Crit Resistance 15.00% Physical save +5 (+2 eff.) other ------- Vim-on-crit +1.00 Max vim +14.00 See Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +15% fire defense ------ Physical save +7 (+3 eff.) Spell save +7 (+6 eff.) Mind save +6 (+3 eff.) other ------- Mana/turn +0.10 Max mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poxclamor (16-23 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 15.5 - 23.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +21 On Hit: * 10% chance to slow global speed by 45% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +9.0% Damage +6% cold +18% fire Ignore resists +10% nature defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +9% nature 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! |
coruscating steel steamsaw of lightning resistance (+16%) (13-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +21 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str offense ------ When Hit 5 fire defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +16% lightning +11% fire 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! |
elemental steel steamsaw of evisceration (11-16 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 11.0 - 16.5 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 On Hit: * Create an explosion dealing 15 lightning damage (1/turn) On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +5.0% Physical Power +6 (+2 eff.) Damage +7% lightning Ignore resists +8% lightning defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% 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! |
thought-forged steel steamsaw of persecution (14-22 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Disrupt/Psionic/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On-hit +7 mind Damage Against +10% Unnatural On Hit: * 12% chance to reduce all saves and defense by 19 Uses 1.0 Steam While equipped: Stats +2 Cun +4 Wil defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% 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! |
warbringer's steel steamsaw of projection (13-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +7% physical defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Disarm Resist +12% 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! |
Lustreobeisance the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) On-Hit 7 cold 18 mind 17 darkness Damage +5% cold Ignore resists +5% temporal On-Hit (Melee): * 15% chance to reduce all saves and defense by 19 defense ------ Armor +2 Resistance +9% light +6% cold Mind save -13 (-11 eff.) Life Regen +2.40 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.40 Psi/turn +0.10 Light +1 Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 ice On Hit: 10% Ice Breath 3 On Hit: 10% Reproach 3 On Hit: 10% Second Wind 1 Ruined Earth: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hanybers (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +5 Wil offense ------ Damage +3% mind defense ------ Armor +3 Fatigue +3% Resistance +5% arcane +6% fire Mind save +7 (+4 eff.) Unlife -80.00 life Pinning Resist +20% other ------- Light +2 A cap made of leather. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% Resistance +7% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel mail armour 'Hanyharahir' (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +1 Mag +7 Wil +4 Cun +2 Con offense ------ Spellpower +10 (+5 eff.) When Hit 6 blight defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% fire Spell save +3 (+3 eff.) Mind save +11 (+6 eff.) Life +40.00 A suit of armour made of mail. |
voratun mail armour of Eyal (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Nature While equipped: defense ------ Armor +10 Defense +5 (+3 eff.) Fatigue +12% Life +47.00 Life Regen +3.00 Healmod +13% A suit of armour made of mail. |
rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +18% lightning Life Regen +2.20 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
rejuvenating hardened leather armour of clarity (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Psionic While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +6% mind Mind save +13 (+7 eff.) Life Regen +2.80 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +31.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
impenetrable dwarven-steel plate armour of spell shielding (0 def, 18 armour)17.0 Encumbrance T3 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +18 Fatigue +22% Resistance +7% arcane Spell save +13 (+9 eff.) A suit of armour made of metal plates. |
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. |
76 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Lightwarden the voratun pickaxe (dig speed 6 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +7 Str offense ------ Damage +6% cold Ignore resists +11% physical When Hit 8 cold defense ------ Fatigue -7% Resistance +15% light Life +29.00 other ------- Max stamina +22.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
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. |
potent fiery salve [power 14] potent fiery salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 142] simple healing salve [power 142]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 142 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 44 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of clear mind [power 2] (30 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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. |
ash wand of lightning storm [power 176] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of shielding [power 140] (25 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 140 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Bokezor the Orc Sawbutcher level 13
44th Retaking 124th year of Ascendancy at 02:51 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Bokezor the Orc Sawbutcher level 14
48th Retaking 124th year of Ascendancy at 05:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bokezor the Orc Sawbutcher level 10
35th Retaking 124th year of Ascendancy at 03:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bokezor the Orc Sawbutcher level 20
52nd Revenge 124th year of Ascendancy at 04:15 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bokezor the Orc Sawbutcher level 22
19th Pain 124th year of Ascendancy at 13:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bokezor the Orc Sawbutcher level 17
33rd Revenge 124th year of Ascendancy at 09:22 see stats
Log
Bokezor picks up (z.): voratun mail armour of Eyal (5 def, 10 armour).
Bokezor picks up (k.): slime-covered steel dagger of erosion (13-17 power, 6 apr).
Bokezor picks up (l.): truestriking voratun dagger (38-49 power, 9 apr).
Glikira the larvae bloated ritch mother is less vulnerable.
Glikira the larvae bloated ritch mother stops bleeding.
Glikira the larvae bloated ritch mother stops burning.
Talent Create Tinker is ready to use.
Talent Bloodstream is ready to use.
Talent Explosive Saw is ready to use.
Rotting Disease from Islomina the ritch larva hits Bokezor for 25 blight damage.
Larvae Infestation from Eilinorivea the larvae bloated ritch mother hits Bokezor for 0 physical damage.
Glikira the larvae bloated ritch mother shoves Developing ritch larva aside.
Rotting Disease from Islomina the ritch larva hits Bokezor for 28 blight damage.
Larvae Infestation from Eilinorivea the larvae bloated ritch mother hits Bokezor for 6 physical damage.
Glikira the larvae bloated ritch mother shoves Developing ritch larva aside.
Glikira the larvae bloated ritch mother shoves Developing ritch larva aside.
Developing ritch larva shrieks.
Glikira the larvae bloated ritch mother shoves Developing ritch larva aside.
Eilinorivea the larvae bloated ritch mother shoves Developing ritch larva aside.
Bokezor is not stunned anymore.
Rotting Disease from Islomina the ritch larva hits Bokezor for 28 blight damage.
Larvae Infestation from Eilinorivea the larvae bloated ritch mother hits Bokezor for 8 physical damage.
Bokezor the level 22 orc sawbutcher was infected to death by Islomina the ritch larva on level 2 of Ritch Hive.
A developing ritch larva BURSTS OUT of Bokezor!
A developing ritch larva BURSTS OUT of Bokezor!






























































































