


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Annihilator |
| Level / Exp | 17 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Ivana the sandworm at level 17 on the 37th Dusk 122nd year of Ascendancy at 17:27 / 1 |
Primary Stats
| Strength | 40 (base 10) |
| Dexterity | 68 (base 36) |
| Constitution | 23 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 62 (base 44) |
Resources
| Life | -69/480 |
| Steam | 64/100 |
| Healing Factor | 1.31103626943 |
| Regeneration | 8.1939766839377 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 44 |
| Crit Chance | 26% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Darkness | +6% |
| Fire | +27% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 57.08934837382 (81.030927835052%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 31 |
| Physical Save | 26 |
| Spell Save | 20 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Physical | -4%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 11%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 13%( 70%) |
| Mind | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 64% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| 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 6.9 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Magic 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 102% efficiency and cooldown mod of 50%. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Artillery | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 10%. Distortion |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (286/286). Capacitor Discharge |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 19% and triggers a radius 3 conal explosion dealing 61% steamgun damage. 2 stacks remaining. Reactive Armor |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Hettuharadig the Boltraze (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +2% Damage when hit (Melee): 2 physical Changes stats: +2 Str / +2 Con Critical mult.: +10.00% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Relgadomas the Flarewoe (19/19, 142% power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 143% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 20% chance to reduce damage dealt by 20% * 20% chance to knock the target back 3 spaces and deal 150 physical damage Damage (Ranged): +20 fire / +20 physical / +8 darkness Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +16 fire When wielded/worn: Talent granted: +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| On hands | Lisudalaith the Scorchjam (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 fire Changes stats: +2 Con Changes resistances: +6% fire Changes damage: +19% fire When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | iron helm 'Iveldalaith' (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Fatigue: +5% Changes stats: +4 Mag / +4 Wil / +0 Cun Changes resistances: +9% acid Mental save: +0 (+0 eff.) Cut immunity: +10% Stun/Freeze immunity: +20% Light radius: +4 Infravision radius: +2 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe 'Nerinor' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +18 (+6 eff.) Armour: +7 Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +3 Str / +5 Dex Changes resistances: +6% darkness Changes damage: +3% physical Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savage's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+6 eff.) Life regen: +6.00 Maximum life: +48.00 Maximum stamina: +14.00 Healing mod.: +11% Rings can have magical properties. |
| On fingers | sneakthief's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 24 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 9 physical Changes stats: +8 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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 can have magical properties. |
| Around waist | hardened leather belt 'Zubymina' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Fatigue: -8% Changes stats: +4 Str / +3 Dex / +5 Cun Changes resistances: +9% mind Critical mult.: +8.00% Maximum encumbrance: +20 Mental save: +7 (+4 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +1% A belt that goes around your waist. |
| In main hand | stralite steamgun of fire Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Firing range: +9 On weapon hit: * splashes acid on your target dealing 46 damage and reducing their armor Travel speed: +600% Damage (Ranged): +7 fire Attacks use: 2.0 Steam When wielded/worn: Changes damage: +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Main armor | prismatic steel plate armour of the dragon (0 def, 17 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Fatigue: +23% Damage when hit (Melee): 20 physical Changes resistances: +6% acid / +6% physical / +11% light / +7% cold / +7% fire / +7% lightning / +12% darkness Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +25% A suit of armour made of metal plates. |
| In off hand | acidic stralite shield of acid resistance (+18%) (0 def, 9 armour, 100% power, 133.5 block)Requires: - Shield usage training - Cunning 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 162% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 On weapon hit: * 14% chance to reduce armor by 18% When wielded/worn: Armour: +9 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 5 acid Changes resistances: +18% acid Talent granted: +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Dimswift' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 6 darkness Changes stats: +4 Str / +4 Con Changes resistances penetration: +15% mind Changes damage: +6% darkness Physical save: +10 (+5 eff.) Maximum life: +55.00 Mindpower: +20 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Inventory
Voidobeisance the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +11% fire / +6% darkness / +11% cold Changes damage: +3% acid / +6% darkness Amulets can have magical properties. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +23% Amulets can have magical properties. |
cleansing copper amulet of mastery (0.12 Steamtech / Gadgets)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Talent mastery: +0.12 Steamtech / Gadgets Poison immunity: +23% Disease immunity: +23% Amulets can have magical properties. |
copper amulet 'Winter's kiss'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold / 2 fire Changes stats: +2 Str / +1 Mag / +2 Wil Changes resistances: +12% light / +12% darkness Changes resistances penetration: +25% cold Reduces incoming crit damage: 5.00% Blindness immunity: +24% Amulets can have magical properties. |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
FlarewolfInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +22% cold / +3% light Changes damage: +11% cold / +9% fire Rings can have magical properties. |
mule's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +22 Rings can have magical properties. |
warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword (123% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
rough leather sling of coldRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +5 cold When wielded/worn: Changes damage: +9% cold Slings are used to hurl stones or metal shots at your foes. |
steady rough leather sling of coldRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +5 cold When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +1.0% Changes damage: +8% cold Slings are used to hurl stones or metal shots at your foes. |
thunderous iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Damage (Ranged): +5 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances penetration: +6% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel steamsaw of dampening (123% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 123% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When used to attack (with talents): Damage (radius 1) on hit: +11 fire When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 6 fire Changes resistances: +7% acid / +7% cold / +7% fire / +9% lightning / +3% all Talent granted: +2 Block Spell save: +7 (+4 eff.) 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! |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Cyrysenn'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +3 Wil Reduces incoming crit damage: 5.00% Maximum encumbrance: +0 Stun/Freeze immunity: +10% Psi when hit: +0.12 Only die when reaching: -20.00 life Maximum life: +34.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
rough leather belt 'Murkcut'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% acid / +8% blight Maximum encumbrance: +0 Light radius: +1 A belt that goes around your waist. |
Amyroddandur the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Str / +2 Con Changes damage: +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cracklenaught the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +3% mind Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.verdant cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +7% blight / +11% all Changes damage: +5% nature Poison immunity: +28% Disease immunity: +24% Life regen: +2.50 Maximum life: +55.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Physical power: +6 (+2 eff.) Armour: +2 Effects when hit in melee: * 21 arcane resource burn Changes resistances: +7% blight Spell save: +30 (+15 eff.) When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11% chance to reduce armor by 18% * 18 arcane resource burn * 12% chance to slow global speed by 51% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armalin the Flashwild (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Cun / +6 Con Changes damage: +12% lightning Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glyth (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +0 Cun Changes resistances: +3% blight / +7% fire / +6% cold Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Mental save: +0 (+0 eff.) A hat made of leather. Very stylish. |
Ivythra (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Wil Changes resistances: +6% cold Allows you to breathe in: water Mindpower: +25 (+9 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Umbrabolt the hardened leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 2 darkness Changes resistances: +3% acid / +6% darkness / +8% fire / +6% cold / +6% lightning Changes resistances penetration: +5% nature Changes damage: +3% nature A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.bladed hardened leather hat of dexterity (+5) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +2 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 122.0 Physical damage. If the attack hits, the target is confused (43% 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 hat made of leather. Very stylish. |
iron helm 'Blindwalker' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +0 Cun Changes resistances: +6% fire / +5% arcane / +6% cold Changes damage: +3% light Mental save: +0 (+0 eff.) Confusion immunity: +10% Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.miner's dwarven-steel helm (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Xanemina' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +1 Fatigue: +1% Changes resistances: +5% blight / +6% darkness Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -80.00 life Maximum stamina: +20.00 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 4 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Hailwhisper the iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +7 Fatigue: +22% Damage when hit (Melee): 2 cold Changes stats: +6 Str Changes resistances: +6% acid / +6% physical / +5% cold / +5% fire / +6% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +21% Maximum stamina: +10.00 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10% fire / +15% cold Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
375 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Vorodayakira (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Con Changes resistances: +3% lightning / +3% physical / +3% nature Physical save: +15 (+7 eff.) Spell save: +7 (+4 eff.) Mental save: +9 (+5 eff.) Disarm immunity: +20% Maximum life: +48.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
burglar's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Maximum life: +42.00 Light radius: -7 Infravision 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 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 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. 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) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 140 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Emeludaba the Scaldpython (14/15, 111% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 111% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 Damage (Ranged): +6 nature / +16 fire Damage (radius 1) on hit: +12 acid / +12 fire Damage (radius 2) on crit: +4 acid When wielded/worn: Shots are used with slings to pummel your foes to death. |
Scattermind (17/20, 115% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Power: 115% Range: 1.2x Uses stats: 60% Dex, 60% Cun Damage type: Mind Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. When wielded/worn: A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
pouch of iron shots 'Winteronslaught' (13/15, 110% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +4 acid Damage (radius 2) on crit: +8 acid / +20 cold When wielded/worn: Shots are used with slings to pummel your foes to death. |
pouch of iron shots of wind (14/14, 108% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 108% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 148 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. |
crude saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +1 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +2 Cun Mental save: +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Ivebremina the Kindleguile [power 55] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex Changes resistances penetration: +10% cold Changes damage: +21% fire It can be used to blast the opponent's mind dealing 47 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 40. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 66] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 66 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Duvythel the elm wand of lightning storm [power 66] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Disarm immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 11 lightning damage and will be dazed for 1 turn (56 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 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. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ZyZ the Skeleton Annihilator level 9
3rd Dusk 122nd year of Ascendancy at 05:26 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By ZyZ the Skeleton Annihilator level 10
8th Dusk 122nd year of Ascendancy at 18:17 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By ZyZ the Skeleton Annihilator level 9
3rd Summertide 122nd year of Ascendancy at 13:07 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By ZyZ the Skeleton Annihilator level 9
2nd Flare 122nd year of Ascendancy at 00:12 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZyZ the Skeleton Annihilator level 15
27th Dusk 122nd year of Ascendancy at 01:23 see stats
Log
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ZyZ receives 187 healing.
Gigantic corrosive tunneler's acid area effect hits Flame turret for 39 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits ZyZ for (21 exoskeleton), 21 acid (21 total damage).
Salerenor the green ooze resists the knockback!
ZyZ's Rocket Pod hits Salerenor the green ooze for 42 fire, 38 fire, 22 physical, 6 darkness, 25 fire, 7 fire, 34 acid, 116 physical (290 total damage).
Burning Phosphorous from ZyZ hits Salerenor the green ooze for 25 fire damage.
Flame turret uses Flame Vortex.
Green ooze splits in two!
Flame turret uses Flamethrower.
Flame turret's tinker attains critical power!
Flame turret hits Salerenor the green ooze for 200 fire damage.
Flame turret hits Green ooze for 139 fire, 417 fire (555 total damage).
Flame turret killed Green ooze!
Gigantic corrosive tunneler's acid area effect hits Salerenor the green ooze for 49 acid damage.
Gigantic corrosive tunneler's acid area effect hits ZyZ for (21 exoskeleton), 21 acid (21 total damage).
Gigantic corrosive tunneler's acid area effect hits Flame turret for 39 acid damage.
--------------------------------
ZyZ picks up (B.): miner's dwarven-steel helm (0 def, 7 armour).
ZyZ's tinker attains critical power!
ZyZ's Rocket Pod hits Salerenor the green ooze for 39 fire, 38 fire, 22 physical, 6 darkness, 25 fire, 7 fire, 57 acid (194 total damage).
Ivana the sandworm's Distortion Bolt hits ZyZ for (7 exoskeleton), 121 physical (121 total damage).
Salerenor the green ooze uses Prismatic Slash.
ZyZ loses sight!
Raze hits Flame turret for 5 darkness, 5 darkness, 5 darkness (16 total damage).
Raze hits ZyZ for (0 exoskeleton), 6 darkness (6 total damage).
Something hits Something for 230 physical, 4 mind, 4 nature, 86 physical (323 total damage).
Salerenor the green ooze hits ZyZ for (0 exoskeleton), 121 physical (121 total damage).
Saving game...




























































































