Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 24 / 98% |
| Size | big |
| Lifes / Deaths | Killed by steam giant gunner at level 3 on the 11st Retaking 124th year of Ascendancy at 11:59 1 / 5Killed by storm drake at level 13 on the 33rd Retaking 124th year of Ascendancy at 00:14 Killed by storm wyrm at level 13 on the 33rd Retaking 124th year of Ascendancy at 01:24 Killed by void horror at level 18 on the 43rd Retaking 124th year of Ascendancy at 05:36 Killed by Star Gazer at level 24 on the 11st Revenge 124th year of Ascendancy at 11:32 |
Primary Stats
| Strength | 83 (base 54) |
| Dexterity | 15 (base 11) |
| Constitution | 33 (base 13) |
| Magic | 24 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 52 (base 43) |
Resources
| Life | 726/726 |
| Healing Factor | 1.244 |
| Regeneration | 2.5502 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +100% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 20 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 26 |
| Crit Chance | 20% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 26 |
| Crit Chance | 19% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 57.73 (48.103448275862%) |
| Defense | 18 |
| Ranged Defense | 21 |
| Fatigue | 34 |
| Physical Save | 39 |
| Spell Save | 11 |
| Mental Save | 31 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 18% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Cunning 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: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Grinding Shield |
| beneficial effect | The target is under the effect of the sun. Increasing lite and sight radius by 2, blindness immunity by 30%, stealth seeing by 20 and light resistance by 30%. Sun Radiance |
| beneficial effect | You have 5 charges. Death Momentum |
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 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 clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | 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'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 | miner's pair of hardened leather boots of uncanny dodging (3 def, 10 armour) miner's pair of hardened leather boots of uncanny dodging (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Infravision radius: +1 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (50 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | mindcaging iron helm of might (0 def, 3 armour) mindcaging iron helm of might (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Con Changes resistances: +11% mind Mental save: +10 (+5 eff.) Confusion immunity: +21% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's hardened leather gloves (0 def, 2 armour) brawler's hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Talent granted: +1 Sand Shredder Physical save: +8 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Korbek's Spyglass Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+5 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 | steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +5% acid / +10% light Changes damage: +6% acid Mental save: +6 (+3 eff.) Silence immunity: +50% Mana each turn: +0.30 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Sunstone SunstonePowered 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 (+2 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 | Frostbite (117% power, 12 apr) Frostbite (117% power, 12 apr)Requires: - Strength 18 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Power: 117% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +3.0% Attack speed: 100% Block value: +60 Damage conversion: 50% ice Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +7 (+4 eff.) Fatigue: +9% Talent granted: +1 Block Ice block penetration: +40% Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
| Around waist | grounding rough leather belt of life grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Life regen: +0.60 Healing mod.: +12% A belt that goes around your waist. |
| In off hand | crackling steel steamsaw of radiance (114% power, 8 apr) crackling steel steamsaw of radiance (114% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 114% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +21 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to daze * 11% chance to blind Changes stats: +2 Dex / +2 Mag / +4 Con Changes resistances: +11% lightning / +11% light Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | linen cloak of implacability (1 def, 0 armour) linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour of implacability (2 def, 27 armour) steel mail armour of implacability (2 def, 27 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +27 Defense: +2 (+2 eff.) Fatigue: +11% Damage when hit (Melee): 40 physical Physical save: +5 (+2 eff.) A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 160)healing infusion of the sneak (heal 160) 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 and cleanse 1 wound and poison effect. Its effects scale with your Cunning 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)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. |
This item will automatically be transmogrified when you leave the level. The Black CoreThe Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
This item will automatically be transmogrified when you leave the level. gold ring 'Liseriawen'gold ring 'Liseriawen' Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +3 Str / +2 Mag / +5 Wil / +7 Cun Vim when firing critical spell: +3.00 Hate when firing a critical mind attack: +2.00 Maximum mana: +40.00 Maximum hate: +8.00 Mindpower: +5 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel greatsword of dampening (143% power, 2 apr)slime-covered dwarven-steel greatsword of dampening (143% power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 12% When wielded/worn: Changes resistances: +12% acid / +13% fire / +13% lightning / +16% cold Spell save: +10 (+9 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Staff of Destruction (120% power, 4 apr, fire element)Staff of Destruction (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+5 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
This item will automatically be transmogrified when you leave the level. potent yew starstaff of channeling (129% power, 4 apr, physical element)potent yew starstaff of channeling (129% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Mana each turn: +0.21 Spellpower: +22 (+11 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff of illumination (120% power, 4 apr, darkness element)yew starstaff of illumination (120% power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 11% chance to blind Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. acidic steel steamsaw (109% power, 8 apr)acidic steel steamsaw (109% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +23 On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Fatigue: +6% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
flaming steel steamsaw of erosion (107% power, 8 apr) flaming steel steamsaw of erosion (107% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 107% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +19 Damage (Melee): +6 nature / +5 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 11 fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (101% power, 0 apr) iron steamsaw (101% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 101% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% Attack speed: 100% Block value: +8 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (104% power, 0 apr) iron steamsaw (104% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 104% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% Attack speed: 100% Block value: +8 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
shocking steel steamsaw (108% power, 8 apr) shocking steel steamsaw (108% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Block value: +24 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+3 eff.) Fatigue: +6% Damage (Melee): 6 lightning Damage when hit (Melee): 12 lightning Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel waraxe (117% power, 4 apr)glacial dwarven-steel waraxe (117% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +9 ice When wielded/worn: Armour: +5 Changes resistances penetration: +7% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather belt of recklessnesscleansing hardened leather belt of recklessness Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes resistances: +7% acid / +7% blight Critical mult.: +6.00% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Vestments of the Conclave (0 def, 0 armour)Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of tirelessness (0 def, 10 armour)miner's pair of dwarven-steel boots of tirelessness (0 def, 10 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Snow Giant Wraps (0 def, 2 armour)Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 176.33 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-10 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) 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. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat (2 def, 0 armour)aegis cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Life regen: +3.30 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
rough leather hat of constitution (+3) (0 def, 1 armour) rough leather hat of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A hat made of leather. Very stylish. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
11 onyx 11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
35 aquamarine 35 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 opal 33 opal0.00 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+5 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+5 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
39 topaz 39 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's dwarven-steel pickaxe (dig speed 26 turns) miner's dwarven-steel pickaxe (dig speed 26 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)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! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)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! |
Automated Portable Extractor Automated Portable ExtractorPowered 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. |
16 garnet 16 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
potent healing salve [power 171] potent healing salve [power 171]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 171, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful healing salve [power 212] powerful healing salve [power 212]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 212, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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 130] simple healing salve [power 130]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 130, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
dwarven steel spike attachment dwarven steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! |
44 amethyst 44 amethyst0.00 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. |
11 quartz 11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 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. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Gabreldamina the Whitehoof Sawbutcher level 1
10th Retaking 124th year of Ascendancy at 13:56 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gabreldamina the Whitehoof Sawbutcher level 11
26th Retaking 124th year of Ascendancy at 05:35 see stats
Level 10
Got a character to level 10.By Gabreldamina the Whitehoof Sawbutcher level 10
23rd Retaking 124th year of Ascendancy at 20:08 see stats
Level 20
Got a character to level 20.By Gabreldamina the Whitehoof Sawbutcher level 20
44th Retaking 124th year of Ascendancy at 07:29 see stats
That was close
Killed your target while having only 1 life left.By Gabreldamina the Whitehoof Sawbutcher level 12
32nd Retaking 124th year of Ascendancy at 03:11 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Gabreldamina the Whitehoof Sawbutcher level 20
44th Retaking 124th year of Ascendancy at 14:02 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gabreldamina the Whitehoof Sawbutcher level 15
35th Retaking 124th year of Ascendancy at 07:15 see stats
Log
Star Gazer hits Gabreldamina for (6 resist armour), 0 physical, (10 resist armour), 0 darkness (0 total damage).
Gabreldamina picks up (d.): slime-covered dwarven-steel greatsword of dampening (143% power, 2 apr).
Resting starts...
Talent Punishment is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).
Gabreldamina picks up (a.): healing infusion of the sneak (heal 160).
Gabreldamina picks up (x.): onyx.
Gabreldamina picks up (m.): glacial dwarven-steel waraxe (117% power, 4 apr).
Lore found: an astronomer's journal
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 4 turns (stop reason: learnt lore).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Learnt new tinker schematic: White Light Emitter
Gabreldamina picks up (f.): Staff of Destruction (120% power, 4 apr, fire element).
Lore found: Staff of Destruction
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 13 turns (stop reason: dialog is displayed).
Gabreldamina uses Create Tinker.
Gabreldamina deactivates Melting Point.
Gabreldamina deactivates Tempest of Metal.
Gabreldamina deactivates Overheat Saws.
Gabreldamina deactivates Grinding Shield.
Gabreldamina deactivates Furnace.
