



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! 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:
 Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Items Vault 1.7.6Donators/Buyers bonus! 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:
 Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
 Known bugs:
 Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 
 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 | Kruk Yeti | 
| Class | Sawbutcher | 
| Level / Exp | 19 / 35% | 
| Size | big | 
| Lifes / Deaths | Killed by Captured Yeti Behemoth at level 19 on the 9th Revenge 124th year of Ascendancy at 04:18  / 1 | 
Primary Stats
| Strength | 72 (base 38) | 
| Dexterity | 7 (base 10) | 
| Constitution | 40 (base 11) | 
| Magic | 12 (base 10) | 
| Willpower | 24 (base 10) | 
| Cunning | 52 (base 47) | 
Resources
| Life | -302/689 | 
| Steam | 81/100 | 
| Healing Factor | 1.2726540177496 | 
| Regeneration | 4.5783413183611 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +12% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 4 | 
Offense: Mainhand
| Damage | 96 | 
| Accuracy | 26 | 
| Crit Chance | 16% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 53 | 
| Accuracy | 26 | 
| Crit Chance | 18% | 
| APR | 28 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 6 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +10% | 
| Blight | +9% | 
| Nature | +11% | 
| Mind | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +20% | 
| Light | +15% | 
| Blight | +10% | 
| Mind | +20% | 
| Nature | +5% | 
Defense: Base
| Armour (hardiness) | 49.08934837382 (81.151787968034%) | 
| Defense | 28 | 
| Ranged Defense | 28 | 
| Fatigue | 48 | 
| Physical Save | 40 | 
| Spell Save | 29 | 
| Mental Save | 31 | 
Defense: Resistances
| Darkness | + 16%( 70%) | 
| Acid | + 11%( 70%) | 
| Nature | + 26%( 70%) | 
| Temporal | + 31%( 70%) | 
| Blight | + 20%( 70%) | 
| Physical | + 15%( 70%) | 
| Fire | + 11%( 70%) | 
| All | + 5%( 70%) | 
Defense: Immunities
| Disarm Resistance | 26% | 
| Pinning Resistance | 60% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 42% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 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 100% efficiency and cooldown mod of 100%.  | 
| 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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Strength stat.  | 
Class Talents
| Steamtech / Battlefield management | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
| Steamtech / Sawmaiming | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Steamtech / Butchery | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Steamtech / Battle machinery | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
  | 4/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Yeti | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 1/5 | 
  | 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 | 
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 iron boots of phasing (0 def, 4 armour) 3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats Mag +2, Wil +3 defense ------ Armor +4 Fatigue +2% other ------- Infravision +1 Talents +1 Rocket Boots Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 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 |  Fuliran the voratun helm (6 def, 12 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Wil +10 offense ------ Ignore resists +20% mind defense ------ Armor +12 Defense +6 (+3 eff.) Fatigue +5% Resistance +10% blight, +6% acid, +5% all Physical save +11 (+4 eff.) Mind save +10 (+5 eff.) Disease Resist +10% other ------- Stamina when Hit +1.80 EQ when Hit +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  scouring dwarven-steel gauntlets of butchering (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +4 (+1 eff.) Accuracy +6 (+3 eff.) Ignore Armor +5 When Hit: * 18 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +6% blight Spell save +21 (+11 eff.) other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats Cun +4 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.  | 
| On fingers |  Yarytir the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats Str +5, Cun +2, Con +5 offense ------ Physical Power +6 (+2 eff.) Move Speed +12% Damage +9% blight Ignore resists +10% blight Accuracy +7 (+4 eff.) defense ------ Defense +7 (+4 eff.) Life +20.00 Disarm Resist +26% Pinning Resist +20% Knockbk Resist +22% other ------- Infravision +3 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great!  | 
| On fingers |  savior's steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great!  | 
| Around neck |  stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +20% Amulets make your neck look great!  | 
| In main hand |  Brandgrinder (26-40 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 26.5 - 39.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +43 On-hit +20 item darkness numbing +8 fire On Hit: * 20% chance to reduce damage dealt by 17% Uses 1.0 Steam While equipped: offense ------ Ignore resists +10% light When Hit 2 light defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +6% fire 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!  | 
| Around waist |  rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Physical save +6 (+2 eff.) A belt that goes around your waist.  | 
| In off hand |  Mirrorazor (35-52 power, 23 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 35.0 - 52.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +5.0% Attack Speed 100% Block +60 Damage Conversion 50% temporal On Hit: 8% Turn Back the Clock level 2 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +20 (+10 eff.) Fatigue +8% Resistance +15% temporal other ------- Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 30 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well.  | 
| Cloak |  resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Woebolt (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats Str +4 offense ------ Ignore resists +20% darkness, +5% light +5% nature When Hit 2 light, 8 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +11 Fatigue +22% Resistance +12% darkness, +11% physical other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.4 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates.  | 
Inventory
 regeneration infusion of the sneak (heal 244; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 psionicist's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats Wil +3 defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great!  | 
 thought-forged steel battleaxe of paradox (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Psionic Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 temporal, +9 mind +14 item expose On Hit: * 14% chance to reduce all saves and defense by 20 While equipped: Stats Cun +3, Wil +3 defense ------ Resistance +10% temporal Massive two-handed battleaxes.  | 
 steel greatsword of massacre (28-45 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 28.0 - 44.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords.  | 
 thought-forged steel greatsword of massacre (30-49 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 30.5 - 48.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 mind, +21 item expose On Hit: * 21% chance to reduce all saves and defense by 20 While equipped: Stats Cun +3, Wil +3 Massive two-handed swords.  | 
 mighty ash longbow of dexterity (+3)4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats Str +3, Dex +5 offense ------ Physical Power +8 (+3 eff.) Ignore resists +9% physical Longbows are used to shoot arrows at your foes.  | 
 arcing steel longsword (18-24 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly.  | 
 flaming steel mace (15-21 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +7 fire Blunt and deadly.  | 
 truestriking steel mace of massacre (20-29 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +7 (+4 eff.) Ignore Armor +7 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 19 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.  | 
 ash vilestaff (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 mighty steel steamgun4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Str +2 offense ------ Physical Power +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 chilling steel steamsaw of resilience (12-17 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Weapon Damage 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 On-hit +7 cold Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Life +60.00 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!  | 
 stormbringer's steel steamsaw (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Nature/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 +24 On-crit, radius 2 +14 lightning, +7 cold Uses 1.0 Steam While equipped: offense ------ Move Speed +22% Ignore resists +10% lightning, +6% cold 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!  | 
 dwarven-steel waraxe 'Voidthorn' (19-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +20 item nature slow On-crit, radius 2 +12 darkness On Hit: * 20% chance to slow global speed by 46% While equipped: Stats Str +3, Dex +8, Mag +5, Wil +5 Cun +5, Con +6 offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Resistance +6% cold other ------- Light +2 One-handed war axes.  | 
 enveloping linen cloak of battle (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) defense ------ Defense +7 (+4 eff.) Fatigue -3% Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats Dex +2 defense ------ Armor +3 Fatigue +5% Resistance +6% lightning, +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 linen wizard hat of balance (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: defense ------ Defense +1 (+1 eff.) other ------- EQ when Hit +0.90 Psi when Hit +0.80 Hate when Hit +1.00 A pointy cloth hat, very wizardly...  | 
 cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +5 (+2 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather.  | 
 cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Psionic While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% mind Mind save +12 (+6 eff.) A suit of armour made of leather.  | 
 rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +16% lightning Life Regen +3.30 other ------- Stamina/turn +0.50 A suit of armour made of leather.  | 
 Flashstun (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% temporal Ignore resists +15% lightning When Hit 4 temporal defense ------ Armor +9 Fatigue +22% Resistance +15% acid, +3% temporal +17% lightning Life +30.00 Life Regen +2.00 Healmod +11% A suit of armour made of metal plates.  | 
 2 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.  | 
 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.  | 
 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.  | 
 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.  | 
simple frost salve [power 10] simple frost salve [power 10]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 (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve.  | 
simple healing salve [power 128] simple healing salve [power 128]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 128 Puts Talent Medical Injector on 15 turn cooldown Medical salve.  | 
 acidic pouch of steel shots of vileness (20/20, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Arcane Weapon Damage 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-ranged-hit +9 blight +10 item blight disease On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death.  | 
 pouch of steel shots of grasping (22/22, 20-25 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego+] Nature Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 119 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death.  | 
Achievements
			A Fistful of Gold (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.By Snips McGoo the Kruk Yeti Sawbutcher level 3
11st Retaking 124th year of Ascendancy at 01:05 see stats
			Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Snips McGoo the Kruk Yeti Sawbutcher level 13
38th Retaking 124th year of Ascendancy at 01:14 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Snips McGoo the Kruk Yeti Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 12:29 see stats
			That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Snips McGoo the Kruk Yeti Sawbutcher level 18
8th Revenge 124th year of Ascendancy at 22:01 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Snips McGoo the Kruk Yeti Sawbutcher level 18
52nd Retaking 124th year of Ascendancy at 08:49 see stats
Log
Talent Block is ready to use.
Burning from Captured Yeti Behemoth hits Snips McGoo for 15 fire damage.
Bleeding from Captured Yeti Behemoth hits Snips McGoo for 10 physical damage.
Snips McGoo misses Captured Yeti Behemoth.
Snips McGoo misses Captured Yeti Behemoth.
Captured Yeti Behemoth activates Antimagic Shield.
Snips McGoo's fiery vapour area effect hits Snips McGoo for 18 fire damage.
Snips McGoo misses Captured Yeti Behemoth.
Snips McGoo misses Captured Yeti Behemoth.
Burning from Captured Yeti Behemoth hits Snips McGoo for 15 fire damage.
Bleeding from Captured Yeti Behemoth hits Snips McGoo for 10 physical damage.
Captured Yeti Behemoth deactivates Antimagic Shield.
The antimagic shield of Captured Yeti Behemoth crumbles.
Melee retaliation hits Captured Yeti Behemoth for 0 arcane, (4 antimagic), 0 light, (8 antimagic), 0 darkness, 0 arcane, 4 light, 8 darkness (12 total damage).
Captured Yeti Behemoth hits Snips McGoo for 43 physical, 5 acid, 9 fire, 0 physical, 5 acid, 9 fire (72 total damage).
Snips McGoo activates Saw Wheels.
Snips McGoo's fiery vapour area effect hits Snips McGoo for 18 fire damage.
Talent To The Arms is ready to use.
Burning from Captured Yeti Behemoth hits Snips McGoo for 14 fire damage.
Bleeding from Captured Yeti Behemoth hits Snips McGoo for 13 physical damage.
Captured Yeti Behemoth rushes out!
Snips McGoo is dazed!
Melee retaliation hits Captured Yeti Behemoth for 0 arcane, 4 light, 8 darkness, 0 arcane, 4 light, 8 darkness (24 total damage).
Captured Yeti Behemoth hits Snips McGoo for 53 physical, 5 acid, 9 fire, 26 physical, 5 acid, 9 fire (109 total damage).
Snips McGoo the level 19 kruk yeti sawbutcher was blazed to death by Captured Yeti Behemoth on level 4 of Dominion Port.














































































