



















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 | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 33 / 39% |
| Size | huge |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 33 on the 48th Retaking 124th year of Ascendancy at 18:12 / 1 |
Primary Stats
| Strength | 156 (base 60) |
| Dexterity | 40 (base 19) |
| Constitution | 58 (base 14) |
| Magic | 14 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 83 (base 55) |
Resources
| Life | -407/1215 |
| Steam | 80/100 |
| Healing Factor | 1.6905582077367 |
| Regeneration | 12.843974125617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 44 |
| Crit Chance | 31% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 44 |
| Crit Chance | 31% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +3% |
| Darkness | +9% |
| Cold | +15% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +11% |
| Temporal | +35% |
| Physical | +10% |
| Mind | +20% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 43.317011280365 (72.903125182002%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 26 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 57%( 70%) |
| All | 0%( 70%) |
| Physical | + 7%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 23%( 70%) |
| Mind | + 8%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Stun Resistance | 51% |
| Poison Resistance | 100% |
| Knockback Resistance | 20% |
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 14.9 steam per turn. Can be activated for an instant burst of 74 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 213% efficiency and cooldown mod of 87%. 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 201% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 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 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Velariamira the Venomknight (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Str +3, Dex +4 offense ------ Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Armor +4 Fatigue -3% Physical save +9 (+2 eff.) Unlife -40.00 life other ------- Encumbrance +28 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 | Unryyaruirim the Darkvice1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Wil +2 offense ------ Mind Crit +2% Damage +6% darkness defense ------ Resistance +12% temporal, +5% arcane +6% nature Physical save +9 (+2 eff.) Healmod +19% other ------- Max hate +8.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Earerin the Gorewreck (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +3, Cun +3, Wil +4 offense ------ Mindpower +5 (+2 eff.) Ignore resists +10% nature defense ------ Armor +4 Fatigue +4% Resistance +6% lightning, +9% fire +11% nature Spell save +6 (+3 eff.) Life +66.00 Healmod +13% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 569.4 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Radiancebraid (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 acid Damage +4% acid, +3% light defense ------ Armor +2 Resistance +7% acid, +3% light +5% arcane, +9% blight Life +60.00 other ------- 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 | Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats Cun +5 offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.61 cold and 10.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 2/60 This azure ring seems to be always moist to the touch. |
| On fingers | Emelorayamira the Shinewill0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats Cun +4, Con +6 offense ------ On-Hit 20 physical On-Ranged-Hit 15 physical Damage +6% mind Ignore resists +15% mind When Hit 8 mind On-Hit (Melee): * 11% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 25 defense ------ Resistance +9% nature, +7% blight Physical save +12 (+3 eff.) Poison Resist +14% Disease Resist +18% other ------- Hate-on-crit +2.00 Max hate +9.00 Light +3 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Armalar the Fogbrawn0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats Dex +6, Cun +6, Con +9 offense ------ Move Speed +10% Damage +3% darkness Ignore resists +5% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Fatigue -8% Resistance +23% blight, +30% nature +3% darkness, +16% lightning Life Regen +4.00 Poison Resist +40% Disease Resist +38% Stun Resist +41% other ------- Stamina/turn +0.70 Amulets make your neck look great! |
| In main hand | Galezilasta the dwarven-steel steamsaw (25-38 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Weapon Damage 25.0 - 37.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Ignore Shields +10% On-hit +11 temporal Uses 1.0 Steam While equipped: offense ------ Spellpower/crit +10 Ignore resists +25% temporal defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +9% cold, +11% temporal Unlife -40.00 life Disease Resist +20% Stun Resist +10% Knockbk Resist +20% 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 | Gloratira the Lustrerage 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats Str +5, Dex +11, Wil +4 Cun +9, Con +1, Lck +5 offense ------ Mindpower +6 (+2 eff.) Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% light Physical save +18 (+4 eff.) Spell save +13 (+6 eff.) Mind save +22 (+7 eff.) Stealth +10 other ------- Disarm Traps +15 Infravision +3 A belt that goes around your waist. |
| In off hand | elemental dwarven-steel steamsaw (23-34 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 On Hit: * Create an explosion dealing 15 acid damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +14% acid Ignore resists +11% acid defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% 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 | Rainzephyr, the cashmere cloak (2 def, 5 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +5 Defense +2 (+1 eff.) Resistance +3% acid, +6% nature +14% cold, +5% arcane +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Layanne the voratun mail armour (5 def, 12 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +10, Dex +1 offense ------ Ignore resists +10% physical Ignore Armor +3 defense ------ Armor +12 Defense +5 (+2 eff.) Fatigue +12% Resistance +9% acid, +7% physical +15% darkness, +9% cold +8% mind Physical save +6 (+1 eff.) Mind save +11 (+4 eff.) other ------- Max stamina +20.00 Light +2 Breathe water 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 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
schematic: Alchemist's Helper0.1 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: Antimagic Shell0.1 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: Armour Reinforcement0.1 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: Back Support0.1 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: Deflection Field0.1 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: 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. |
2 schematic: Fungal Web0.1 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 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. |
schematic: Pain Suppressor 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. |
2 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. |
schematic: Saw Shell0.1 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: Shocking Touch0.1 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: Silver Filigree0.1 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: Steamgun0.1 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: Steamsaw0.1 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: Water 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. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+7 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
elemental dwarven-steel steamsaw (21-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/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 +48 On Hit: * Create an explosion dealing 15 acid damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +5% acid Ignore resists +10% acid defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% 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! |
flaming dwarven-steel steamsaw of massacre (27-40 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 27.0 - 40.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +52 On-Hit, radius 1 +7 fire Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% 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! |
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 (+4 eff.) Resistance +15% cold Physical save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats Wil +4 offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-5 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-5 eff.) Resistance +10% cold, +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
drakeskin leather armour 'Xerynor' (22 def, 15 armour)9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: Stats Dex +4, Wil +2, Cun +7 offense ------ Physical Crit +4.0% Critical power +15.00% Physical Power +6 (+2 eff.) Mindpower +20 (+7 eff.) Damage +9% mind defense ------ Armor +15 Defense +22 (+10 eff.) Fatigue +8% Resistance +19% light, +11% darkness A suit of armour made of leather. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
35 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. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+1 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. |
53 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
50 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats Str +1 offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane 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. |
8 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. |
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 25] simple frost salve [power 25]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 87% cooldown modifier. Remove 1 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 310] simple healing salve [power 310]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 213% efficiency and 87% cooldown modifier. Heal 310 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
60 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 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. |
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 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. |
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 (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Jiggler the Whitehoof Sawbutcher level 2
10th Retaking 124th year of Ascendancy at 15:07 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Jiggler the Whitehoof Sawbutcher level 12
17th Retaking 124th year of Ascendancy at 21:00 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Jiggler the Whitehoof Sawbutcher level 31
44th Retaking 124th year of Ascendancy at 16:45 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jiggler the Whitehoof Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 05:38 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Jiggler the Whitehoof Sawbutcher level 20
30th Retaking 124th year of Ascendancy at 19:36 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Jiggler the Whitehoof Sawbutcher level 30
44th Retaking 124th year of Ascendancy at 16:07 see stats
Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Jiggler the Whitehoof Sawbutcher level 33
45th Retaking 124th year of Ascendancy at 12:19 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Jiggler the Whitehoof Sawbutcher level 25
37th Retaking 124th year of Ascendancy at 00:41 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Jiggler the Whitehoof Sawbutcher level 19
30th Retaking 124th year of Ascendancy at 18:22 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jiggler the Whitehoof Sawbutcher level 16
26th Retaking 124th year of Ascendancy at 02:43 see stats
Log
Shield of Light hits Jiggler for 132 light, 0 light (132 total damage).
High Sun Paladin Aeryn hits Jiggler for 91 physical, 0 light (91 total damage).
Shield of Light hits High Sun Paladin Aeryn for 18 healing, 18 healing (0 total damage) [36 healing].
Melee retaliation hits High Sun Paladin Aeryn for (2 absorbed), 2 mind, (1 absorbed), 1 mind (3 total damage).
Jiggler receives 127 healing from Gloratira the Lustrerage .
Jiggler receives 495 healing.
Jiggler shrugs off the effect 'Silenced'!
High Sun Paladin Aeryn's Lucent Wrath hits Jiggler for 429 light damage.
High Sun Paladin Aeryn's sanctity area effect hits Jiggler for 33 light damage.
Jiggler is pulled in!
High Sun Paladin Aeryn hits Jiggler for 108 fire, 102 light, 70 physical (280 total damage).
Burning from High Sun Paladin Aeryn hits Jiggler for 14 fire damage.
High Sun Paladin Aeryn casts Channel Staff.
Jiggler brandishes Vargh Redemption, calling forth the might of the oceans!
High Sun Paladin Aeryn's Channel Staff hits Jiggler for 117 light damage.
Jiggler resists the silence!
High Sun Paladin Aeryn's sanctity area effect hits Jiggler for 33 light damage.
Jiggler is pulled in!
High Sun Paladin Aeryn's aura of power vanishes.
High Sun Paladin Aeryn hits Jiggler for 0 fire, 0 light, 61 physical (61 total damage).
Jiggler is not silenced anymore.
Burning from High Sun Paladin Aeryn hits Jiggler for 10 fire damage.
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
Shield of Light hits Jiggler for 72 light damage.
High Sun Paladin Aeryn hits Jiggler for 268 physical, 64 light (332 total damage).
Shield of Light hits High Sun Paladin Aeryn for 18 healing, 18 healing (0 total damage) [36 healing].
Melee retaliation hits High Sun Paladin Aeryn for (1 absorbed), 1 mind, (3 absorbed), 3 mind (4 total damage).
Jiggler the level 33 whitehoof sawbutcher was radiated to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.























































































