
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sawbutcher |
| Level / Exp | 17 / 85% |
| Size | big |
| Lifes / Deaths | Killed by Veletta the sandworm at level 17 on the 16th Dusk 122nd year of Ascendancy at 13:37 / 1 |
Primary Stats
| Strength | 54 (base 44) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 8 (base 10) |
| Cunning | 41 (base 35) |
Resources
| Life | -433/577 |
| Steam | 15/100 |
| Healing Factor | 1.1050014078645 |
| Regeneration | 3.9752152053227 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 38 |
| Crit Chance | 22% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 38 |
| Crit Chance | 21% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Temporal | +3% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.151787968034%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 38 |
| Physical Save | 26 |
| Spell Save | 10 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | 0%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 21% |
| Teleport Resistance | 100% |
| Blind Resistance | 26% |
| Silence Resistance | 20% |
| Disarm Resistance | 60% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 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 127% efficiency and cooldown mod of 82%. 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 94% efficiency and cooldown mod of 51%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 |
Equipment
| On feet | Singebile the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Dex +1 Con dps ---------- Res.pen +5% arcane ----- def ----- Armour +1 Resists +5% arcane +15% fire Phys.save +3 (+2 eff.) Silence- +20% Confus- +21% Pinning- +5% Stun/Frz- +22% Knockbk- +5% Teleport- +100% A pair of boots made of leather. |
| Light source | Turykalthohir2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) ----- def ----- Max.HP +41.00 ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Pyresorrow' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +4 Cun dps ---------- Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% fire +5% arcane +9% temporal Mind.save +6 (+3 eff.) Max.HP +60.00 A cap made of leather. |
| On hands | heroic dwarven-steel gauntlets (0 def, 6 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+3 eff.) Max.HP +45.00 Disarm- +60% ---------- misc Talents +1 Iron Grip Unarmed combat: Power 124% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Corruptionsever the iron torque of psionic shield [power 25] (14/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 arcane 4 nature ----- def ----- Resists +5% arcane +3% nature Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
| Around neck | starlit copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% light +13% darkness Blind- +26% Amulets make your neck look great! |
| In main hand | Pinwheel (66.4 damage (107% power), 1.5x range, 18 apr) 3.0 T1 steamsaw 1H weapon [Unique] Steamtech Power 107% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +11.0% Atk.spd 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +7 (+6 eff.) Fatigue +7% ---------- misc Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Fogfurnace the iron steamsaw (71.1 damage (66% power), 1.5x range, 8 apr) 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 114% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.5% Atk.spd 100% Block +10 Uses 1.0 Steam When used to Attack: On Crit.r2 +4 darkness While equipped: dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +12% temporal ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -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 | Heldil (0 def, 17 armour) 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 Dmg.mod +3% blight Melee Ret 20 physical ----- def ----- Armour +17 Fatigue +23% Resists +6% mind +19% lightning Spell.save +3 (+3 eff.) Mind.save +11 (+6 eff.) Max.HP +26.00 A suit of armour made of metal plates. |
Inventory
steam generator implant of the psychic (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 622%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
stabilizing copper amulet of mastery (0.11 Steamtech / Engineering)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% ---------- misc Masteries +0.11 Steamtech/Engineering Amulets make your neck look great! |
Silobeth the Deepsraze (19.5 damage (121% power), 1.2x range, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +13.00% Spell.pwr +9 (+8 eff.) Dmg.mod +12% cold +3% darkness +20% fire Res.pen +10% cold Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +9% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe of crippling (40.6 damage (120% power), 1.5x range, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 120% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed battleaxes. |
steel greatsword 'Nighttorrent' (41.2 damage (122% power), 1.6x range, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 122% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +4 fire On Crit.r2 +16 fire On Hit: 20% Curse of Defenselessness 2 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness +9% physical Acc +7 (+2 eff.) Apr +10 ----- def ----- Resists +3% darkness Massive two-handed swords. |
warbringer's steel greatsword (43.9 damage (129% power), 1.6x range, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 129% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +9% physical ----- def ----- Disarm- +20% Massive two-handed swords. |
acidic steel longsword of massacre (38.6 damage (124% power), 1.4x range, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
creative vined mindstar of life (14.9 damage (82% power), 1.1x range, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's vined mindstar of life (14.9 damage (82% power), 1.1x range, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Disrupt Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit: * Deals 31 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +21.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mitotic vined mindstar of resolve (14.9 damage (82% power), 1.1x range, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +7.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 40% * 7% chance to reduce armor by 17% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful steel steamsaw (64.2 damage (104% power), 1.5x range, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Psionic/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Melee+ +9 darkness Against +7% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
slime-covered steel steamsaw of resilience (67.8 damage (109% power), 1.5x range, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Disrupt/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit: * 7% chance to slow global speed by 40% Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Max.HP +40.00 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of massacre (72.9 damage (117% power), 1.5x range, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced dwarven-steel steamsaw of cold resistance (+15%) (77.5 damage (124% power), 1.5x range, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 124% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +4 Defense +14 (+10 eff.) Fatigue +8% Resists +15% cold Disarm- +26% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Obsidianlash4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Crit +1.0% Atk.spd 100% Range +9 Ranged+ +16 darkness While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% darkness Res.pen +15% acid ---------- misc Reload +3 Longbows are used to shoot arrows at your foes. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
steady steel steamgun of cold4.0 T2 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +8% cold Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mindwoven woollen robe of the mountain (+14%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +14% physical ----- def ----- Resists +9% all +14% physical Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +22.00 HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +12% nature +12% blight A suit of armour made of mail. |
impenetrable steel mail armour of resilience (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Defense +2 (+2 eff.) Fatigue +12% Max.HP +22.00 A suit of armour made of mail. |
Hailmire the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) Dmg.mod +9% cold Res.pen +15% mind ----- def ----- Resists +5% arcane +3% fire +6% darkness +3% light A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour) =2 dex=2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamerupture the pair of iron boots (0 def, 3 armour) =7 dex=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex +2 Wil +2 Cun +2 Con dps ---------- Dmg.mod +6% acid +6% fire Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+6 eff.) Mind.save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves of dexterity (+3) (0 def, 1 armour) =3 dex=1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 blight Dmg.mod +3% blight Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +5% blight Unarmed combat: Power 96% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +1 Crit +6.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +2 Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +8.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cracklethorn the rough leather cap (0 def, 1 armour) =5 dex=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% lightning Acc +15 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning Die.at -40.00 life A cap made of leather. |
Bogborn (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature Res.pen +5% nature ----- def ----- Defense +2 (+2 eff.) Resists +18% acid +21% fire +19% nature A pointy cloth hat, very wizardly... |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
139 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple fungal web0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 134 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 175] potent healing salve [power 175]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 175 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Ururin the Quenchrot (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Spell.pwr +15 (+11 eff.) Dmg.mod +3% arcane ----- def ----- Resists +3% lightning +6% cold Max.HP +40.00 ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
ash totem of stinging 'Gorurim' [power 182] (14/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +9% cold HP.reg +4.00 Poison- +20% Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. 100% to increase all damage penetration by 13% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle [power 165] (14/25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 175 Armor: 10 All Resist: 3 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
evasive ash totem of summon tentacle [power 155] (14/25 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 345 Base Damage: 179 Armor: 0 All Resist: 5 Puts all charms on 25 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (14/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By The Butcher the Ogre Sawbutcher level 10
5th Mirth 122nd year of Ascendancy at 23:17 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By The Butcher the Ogre Sawbutcher level 17
16th Dusk 122nd year of Ascendancy at 13:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By The Butcher the Ogre Sawbutcher level 13
9th Mirth 122nd year of Ascendancy at 21:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By The Butcher the Ogre Sawbutcher level 13
1st Summertide 122nd year of Ascendancy at 12:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Butcher the Ogre Sawbutcher level 15
8th Flare 122nd year of Ascendancy at 13:58 see stats
Log
Veletta the sandworm hits The Butcher for (25 flat reduction), 107 physical (107 total damage).
The Butcher overcomes the madness.
Agony from Veletta the sandworm hits The Butcher for (25 flat reduction), 27 mind (27 total damage).
The Butcher uses Tremor Engine.
The Butcher no longer hears the hateful whisper.
Agony from Veletta the sandworm hits The Butcher for 27 mind damage.
The Butcher uses Block.
The Butcher calms down.
Agony from Veletta the sandworm hits The Butcher for 27 mind damage.
Talent Spinal Break is ready to use.
Agony from Veletta the sandworm hits The Butcher for 81 mind damage.
Shadow casts Blindside.
Shadow hits The Butcher for (11 blocked), 0 physical (0 total damage).
Melee retaliation hits Shadow for 2 fire, 20 physical, 4 arcane, 4 nature (30 total damage).
Agony from Veletta the sandworm hits The Butcher for 5 mind damage.
The Butcher performs a melee critical strike against Shadow!
The Butcher hits Shadow for 253 physical damage.
The Butcher killed Shadow!
Agony from Veletta the sandworm hits The Butcher for 5 mind damage.
Sandworm burrower is stunned!
Veletta the sandworm uses Willful Strike.
Veletta the sandworm's mind surges with critical power!
Veletta the sandworm hits The Butcher for 116 physical damage.
The Butcher the level 17 ogre sawbutcher was cleaved to death by Veletta the sandworm on level 1 of Sandworm lair.



























































































