














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 17 / 89% |
Size | medium |
Lifes / Deaths | Killed by Yvetta the ritch larva at level 17 on the 7th Revenge 124th year of Ascendancy at 07:49 0 / 6Killed by dread at level 17 on the 29th Revenge 124th year of Ascendancy at 18:20 Killed by whitehoof maulotaur at level 17 on the 30th Revenge 124th year of Ascendancy at 00:16 Killed by Cyremira the white wolf at level 17 on the 37th Revenge 124th year of Ascendancy at 03:33 Killed by Gloreyagawe the umber hulk at level 17 on the 10th Pain 124th year of Ascendancy at 14:27 Killed by Layysenne the skeleton archer at level 17 on the 10th Pain 124th year of Ascendancy at 17:33 |
Primary Stats
Strength | 60 (base 44) |
Dexterity | 9 (base 10) |
Constitution | 17 (base 13) |
Magic | 22 (base 10) |
Willpower | 17 (base 10) |
Cunning | 59 (base 33) |
Resources
Life | -174/565 |
Steam | 73/100 |
Healing Factor | 1.2801497326203 |
Regeneration | 2.0482395721925 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-13% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 13 |
Lite | 4 |
Infravision | 11 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 78 |
Accuracy | 46 |
Crit Chance | 21% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 46 |
Crit Chance | 22% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Physical | +8% |
Fire | +10% |
Nature | +8% |
Defense: Base
Armour (hardiness) | 31.317011280365 (73.452380952381%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 26 |
Physical Save | 32 |
Spell Save | 13 |
Mental Save | 28 |
Defense: Resistances
Acid | + 5%( 70%) |
Blight | + 11%( 70%) |
Arcane | + 3%( 70%) |
Cold | + 32%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Temporal | + 10%( 70%) |
Fire | + 20%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Pinning Resistance | 18% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. |
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 122% efficiency and cooldown mod of 54%. 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%. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.40 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Grinding Shield |
detrimental effect | Caught in a bear trap: pinned, slowed (30%) Bear Trap |
detrimental effect | All damage done by the target will also hurt it for 22%. Martyrdom |
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 |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | 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 |
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. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Talents granted: +2.00(-) Rocket Boots Stamina each turn: +0.40 (-) Maximum stamina: +12.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 (-) Light radius: +4 (-) 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 | ![]() Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+7 eff.) (-) Armour penetration: +15 (-) Defense: +10 (+5 eff.) (-) Changes stats: +20(-) Cun Changes resistances: +20%(-) fire Talent masteries: +0.20(-) Steamtech / Physics +0.20(-) Steamtech / Chemistry Blindness immunity: +100% (-) Infravision radius: +9 (-) Sight radius: +2 (-) See stealth: +10 (-) See invisible: +10 (-) Steampower: +5 (+2 eff.) (-) Steam crit. chance: +5% (-) No self respecting craftsman would be caught without them! |
Tool | ![]() Korbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) (-) Physical crit. chance: +5.0% (-) Changes stats: +5(-) Cun Infravision radius: +2 (-) Sight radius: +1 (-) This antique spyglass is weathered from use, but seems well maintained. |
On fingers | ![]() Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+4 eff.) (-) Life regen: +0.15 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
On fingers | ![]() psionicist's steel ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +0(-4) Str / +3(-1) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +6 (+3 eff.) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | ![]() Sunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10%(-) cold Changes damage: +10%(-) light / +10%(-) fire Steampower: +8 (+3 eff.) (-) Steam each 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 | ![]() iron steamsaw of massacre (114% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 114% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +8 (-) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+1 eff.) (-) Fatigue: +4% (-) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
On hands | ![]() heroic rough leather gloves of dispersion (0 def, 5 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 (-) Damage (Melee): 4(-) arcane Changes stats: +3(-) Wil / +3(-) Mag Changes resistances: +3%(-) arcane Talents granted: +1.00(-) Sand Shredder Mental save: +5 (+2 eff.) (-) Disarm immunity: +0% (-) Maximum life: +43.00 (-) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() chilling steel steamsaw of temporal resistance (+10%) (109% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 109% (-5%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% (+0.5%) Attack speed: 100% (-) Block value: +21 (+13) Damage (Melee): +9 cold Attacks use: 1.0(-) Steam When wielded/worn: Armour: +3 (+1) Defense: +4 (+2 eff.) (+2 (+1 eff.)) Fatigue: +6% (+2%) Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% temporal Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
Cloak | ![]() Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) (-) Armour: +2 (-) Defense: +9 (+5 eff.) (-) Changes resistances: +12%(-) lightning / +15%(-) cold Physical save: +10 (+5 eff.) (-) Stun/Freeze immunity: +20% (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() cleansing steel mail armour of the deep (2 def, 8 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +2 (+1 eff.) (-) Fatigue: +14% (-) Changes resistances: +5%(-) acid / +7%(-) cold / +11%(-) nature / +11%(-) blight Allows you to breathe in: water A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion (17 nature damage, 22% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 16.66 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 16.05 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() grounding copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +0%(-10%) cold Changes damage: +0%(-10%) light / +0%(-10%) fire Stun/Freeze immunity: +22% Steampower: +0 (+0 eff.) (-8 (-3 eff.)) Steam each turn: +0.00 (-1.00) Amulets can have magical properties. |
![]() Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Changes resistances: +0%(-10%) cold Changes damage: +0%(-10%) light / +0%(-10%) fire Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Steampower: +0 (+0 eff.) (-8 (-3 eff.)) Steam each turn: +0.00 (-1.00) The weight of the world seems a little lighter with this amulet around your neck. |
![]() copper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +5 (+3 eff.) Confusion immunity: +20% Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +26% Life regen: +0.00 (-0.15) Maximum life: +25.00 Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() wizard's steel ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 24 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 21 light Changes stats: +0(-4) Str / +3 Mag / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Spell save: +6 (+6 eff.) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. arcing steel mace of massacre (119% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 120% (+6%) Range: 1.4x (-0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% (-0.5%) Attack speed: 100% (-) Block value: +0 (-8) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-4%) Talent granted: +0(+-1) Block Blunt and deadly. |
![]() iron steamsaw (98% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 99% (-15%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +10 (+2) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+1 eff.) (-) Fatigue: +4% (-) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
![]() iron steamsaw (100% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 100% (-14%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +10 (+2) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+1 eff.) (-) Fatigue: +4% (-) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
![]() iron steamsaw of massacre (113% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 113% (-1%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +12 (+4) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+1 eff.) (-) Fatigue: +4% (-) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
![]() thought-forged iron steamsaw of cold resistance (+15%) (101% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 101% (-13%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% (-) Attack speed: 100% (-) Block value: +14 (+6) On weapon hit: * 10% chance to cause random gloom (+10%) Damage (Melee): +6 mind Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-) Defense: +2 (+1 eff.) (-) Fatigue: +4% (-) Changes stats: +2 Cun / +2 Wil Changes resistances: +15% cold Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
![]() iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-4) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-2%) Changes resistances: +0%(-5%) acid / +0%(-7%) cold / +0%(-11%) nature / +0%(-11%) blight Allows you to breathe in: water A suit of armour made of mail. |
![]() iron mail armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-4) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-2%) Changes resistances: +0%(-5%) acid / +16% temporal / +0%(-11%) blight / +0%(-7%) cold / +0%(-11%) nature Allows you to breathe in: water A suit of armour made of mail. |
![]() pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Talent granted: +0(+-2) Rocket Boots Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-12.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-4) Damage (Melee): 0(-4) arcane Changes stats: +0(-3) Wil / +0(-3) Mag Changes resistances: +0%(-3%) arcane Talent granted: +0(+-1) Sand Shredder Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-) Maximum life: +0.00 (-43.00) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Spellhunt Remnants (2 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 (-2) Defense: +2 (+1 eff.) Damage (Melee): 0(-4) arcane Changes stats: +0(-3) Wil / +0(-3) Mag Changes resistances: +0%(-3%) arcane Talent granted: +0(+-1) Sand Shredder Spell save: +6 (+6 eff.) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-) Maximum life: +0.00 (-43.00) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 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. |
![]() stabilizing iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Armour penetration: +0 (-15) Armour: +3 Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +5% Changes stats: +0(-20) Cun Changes resistances: +0%(-20%) fire Talent masteries: +0.00(-0.20) Steamtech / Physics +0.00(-0.20) Steamtech / Chemistry Physical save: +12 (+6 eff.) Blindness immunity: +0% (-100%) Infravision radius: +0 (-9) Sight radius: +0 (-2) See stealth: +0 (-10) See invisible: +0 (-10) Steampower: +0 (+0 eff.) (-5 (-2 eff.)) Steam crit. chance: +0% (-5%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-42.00) Light radius: +2 (-2) 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Iron Grip Disarm immunity: +60% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Iron Grip Disarm immunity: +60% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 133] simple healing salve [power 133]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 133, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent healing salve [power 175] potent healing salve [power 175]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 175, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() sapper's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +1 Str / +1(-4) Cun Infravision radius: +2 (-) Sight radius: +0 (-1) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() supercharged iron torque of kinetic psionic shield [power 31] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-5) Cun Infravision radius: +0 (-2) Sight radius: +0 (-1) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 31 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel torque of mindblast 'Blindscar' [power 177] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-5) Cun Changes damage: +15% mind Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence Mental save: +39 (+17 eff.) Light radius: +3 Infravision radius: +0 (-2) Sight radius: +0 (-1) It can be used to fire a blast of psionic energies in a range 6 beam dealing 88.50 to 177.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
![]() elm totem of thorny skin [power 15] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-5) Cun Infravision radius: +0 (-2) Sight radius: +0 (-1) It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Manohad the Whitehoof Sawbutcher level 2
10th Retaking 124th year of Ascendancy at 15:49 see stats
By Manohad the Whitehoof Sawbutcher level 11
46th Retaking 124th year of Ascendancy at 12:29 see stats
By Manohad the Whitehoof Sawbutcher level 10
31st Retaking 124th year of Ascendancy at 03:06 see stats
By Manohad the Whitehoof Sawbutcher level 14
1st Revenge 124th year of Ascendancy at 23:28 see stats
Log
Gloreyagawe the umber hulk hits Manohad for (3 resist armour), 6 physical, (3 resist armour), 6 physical (12 total damage).
Manohad hits Gloreyagawe the umber hulk for 115 physical, 4 arcane, (18 parried), 26 physical, 8 cold (154 total damage).
Manohad killed Gloreyagawe the umber hulk!
You are unable to move!
Layysenne the skeleton archer casts Wave of Power.
Manohad is a martyr.
Layysenne the skeleton archerstrikes twice with Wave of Power!
Weapon of Wrath hits Manohad for (2 resist armour), 91 fire (91 total damage).
Layysenne the skeleton archer hits Manohad for (2 resist armour), 66 physical, (2 resist armour), 4 lightning, (2 resist armour), 32 light, (2 resist armour), 33 physical, (2 resist armour), 4 lightning, (2 resist armour), 32 light (169 total damage).
Talent Spinal Break is ready to use.
Talent Bloodstream is ready to use.
Manohad uses Block.
Layysenne the skeleton archer rushes out!
Manohad is dazed!
Weapon of Wrath hits Manohad for (1 resist armour), 75 fire (75 total damage).
Layysenne the skeleton archer hits Manohad for (29 blocked), (1 resist armour), 11 physical, (1 resist armour), 4 lightning, (1 resist armour), 27 light (41 total damage).
Layysenne the skeleton archer uses Block.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Manohad uses Spinal Break.
Layysenne the skeleton archer slows down.
Layysenne the skeleton archer deactivates Chant of Resistance.
Manohad damages himself through Martyrdom!
Layysenne the skeleton archer hits Manohad for (0 resist armour), 0 arcane, (0 resist armour), 0 cold, (0 resist armour), 0 arcane (0 total damage).
Manohad hits Layysenne the skeleton archer for (43 blocked), 0 physical, 2 arcane, (22 blocked), 0 physical, 4 cold, 2 arcane (7 total damage).
Talent Implant: Medical Injector is ready to use.
Manohad is not dazed anymore.
Saving game...