Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Sawbutcher |
| Level / Exp | 14 / 96% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 53 (base 40) |
| Dexterity | 25 (base 10) |
| Constitution | 34 (base 11) |
| Magic | 18 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 42.2 (base 30) |
Resources
| Life | 662/662 |
| Mana | 245/245 |
| Healing Factor | 1.1 |
| Regeneration | 2.145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.39 |
| Crit Chance | 15% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 28.73 (68.103448275862%) |
| Defense | 21.025 |
| Ranged Defense | 21.025 |
| Fatigue | 33 |
| Physical Save | 41.373031973345 |
| Spell Save | 31.675 |
| Mental Save | 24.41 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Disarm Resistance | 60% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
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 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 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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6 steam per turn. Can be activated for an instant burst of 28 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Grinding Shield |
| talent | Overheat Saws |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within20 lumberjacks have died. | done |
Equipment
| On feet | stealthy pair of drakeskin leather boots (0 def, 5 armour) stealthy pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Lck / +6 Dex Stealth bonus: +9 Physical save: +9 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% A pair of boots made of leather. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 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 | Silogawe the hardened leather hat (0 def, 3 armour) Silogawe the hardened leather hat (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% lightning / +15% light / +16% darkness Physical save: +9 (+3 eff.) Spell save: +20 (+9 eff.) Silence immunity: +10% Only die when reaching: -80.00 life A hat made of leather. Very stylish. |
| On hands | radiant hardened leather gloves of dispersion (0 def, 2 armour) radiant hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 4 arcane / 7 light Changes stats: +6 Mag / +5 Wil Changes resistances: +5% arcane / +7% light Changes damage: +5% light Talent granted: +1 Iron Grip Disarm immunity: +60% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | void elm wand of clairvoyance [power 9] (5/6 cooldown) void elm wand of clairvoyance [power 9] (5/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 9, power 42 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Rhildil' steel ring 'Rhildil'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
| On fingers | gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +5 Con Rings can have magical properties. |
| Around neck | wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +5 Cun / +6 Con Life regen: +0.30 Stamina each turn: +0.50 Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +32.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | steel steamsaw 'Deepsreaper' (123% power, 8 apr) steel steamsaw 'Deepsreaper' (123% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 123% 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: +22 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes damage: +6% darkness 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! |
| Around waist | rough leather belt 'Unlightfear' =light= rough leather belt 'Unlightfear' =light=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% darkness Changes damage: +3% light Maximum life: +31.00 Light radius: +2 A belt that goes around your waist. |
| In off hand | steel steamsaw 'Boltkin' (115% power, 8 apr) steel steamsaw 'Boltkin' (115% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 115% 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 (+2 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to daze Changes stats: +1 Con Changes resistances: +18% lightning Talent granted: +1 Block Critical mult.: +3.00% 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 | cashmere cloak 'Voryba' (2 def, 0 armour) cashmere cloak 'Voryba' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +2 Wil / +2 Cun / +1 Con Changes resistances: +24% lightning / +9% fire Reduces incoming crit damage: 5.00% Spell save: +3 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying steel mail armour of Eyal (2 def, 10 armour) fortifying steel mail armour of Eyal (2 def, 10 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Defense: +2 (+1 eff.) Fatigue: +18% Changes stats: +3 Str / +3 Con Life regen: +1.40 Maximum life: +77.00 Healing mod.: +10% A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet 'Ivabreta' =see inv= copper amulet 'Ivabreta' =see inv=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Teleport immunity: +50% Infravision radius: +1 See invisible: +3 It can be used to teleport you randomly (rad 33), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
starlit copper amulet of mastery (0.10 Technique / Combat training) starlit copper amulet of mastery (0.10 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Talent mastery: +0.10 Technique / Combat training Blindness immunity: +22% Amulets can have magical properties. |
Aruromnir the copper ring =light= Aruromnir the copper ring =light=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Dex / +1 Mag Spellpower: +6 (+4 eff.) Mindpower: +6 (+3 eff.) Light radius: +3 Rings can have magical properties. |
Gorohell the copper ring Gorohell the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Wil Changes resistances: +3% lightning / +11% physical Changes damage: +11% physical Infravision radius: +2 Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
insulating hardened leather belt of resilience insulating hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Changes resistances: +8% fire / +6% cold Maximum encumbrance: +0 Maximum life: +40.00 A belt that goes around your waist. |
linen cloak 'Eilinunn' (1 def, 6 armour) =demon orc= linen cloak 'Eilinunn' (1 def, 6 armour) =demon orc=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gliyalaith (0 def, 3 armour) Gliyalaith (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +3% acid / +3% cold / +6% light / +3% lightning Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Spell save: +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Splendourclash (0 def, 3 armour) =light= Splendourclash (0 def, 3 armour) =light=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Changes damage: +9% mind Physical save: +0 (+0 eff.) Mental save: +6 (+3 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubassra the pair of rough leather boots (0 def, 1 armour) =sp save= Zubassra the pair of rough leather boots (0 def, 1 armour) =sp save=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% darkness / +9% acid Spell save: +20 (+9 eff.) Blindness immunity: +10% Spellpower: +3 (+2 eff.) A pair of boots made of leather. |
restorative pair of rough leather boots (0 def, 1 armour) restorative pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Life regen: +2.10 Healing mod.: +11% A pair of boots made of leather. |
iron gauntlets 'Ulfurain' (0 def, 1 armour) =m save= iron gauntlets 'Ulfurain' (0 def, 1 armour) =m save=Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +6% lightning / +3% blight Changes damage: +4% lightning Mental save: +25 (+12 eff.) Poison immunity: +5% Disarm immunity: +0% Infravision radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of strength (+2) (0 def, 1 armour) restful iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +11 (+3 eff.) Armour: +2 Changes stats: +3 Str Physical save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +26% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather armour 'Glittergrit' (1 def, 2 armour) =light= rough leather armour 'Glittergrit' (1 def, 2 armour) =light=Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Armour Hardiness: +0% Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 15% chance to blind Changes resistances: +3% acid / +16% cold Changes resistances penetration: +5% light Light radius: +3 A suit of armour made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
120 alchemist agate 120 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. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
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 125] simple healing salve [power 125]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 125, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple pain suppressor salve [power 105] simple pain suppressor salve [power 105]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 let you fight up to -105 life and reduces all damage by 11% for 5 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Transmogrification Chest 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), costing 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. |
steel back support steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'belt' When attach to an other item: Fatigue: -8% Maximum encumbrance: +20 Tinkers can be attached to normal items to improve them with steam power! |
steel rocket boots steel rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
Kyregonik [power 31] (5/40 cooldown) Kyregonik [power 31] (5/40 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +10% arcane Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to teleport randomly (rad 31), putting all charms on cooldown for 40 turns. Torques are made by powerful psionics to store psionic powers. |
Yaroneg the dwarven-steel torque of thermal psionic shield [power 53] (5/25 cooldown) Yaroneg the dwarven-steel torque of thermal psionic shield [power 53] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Maximum wards: +1 physical / +3 mind / +2 darkness Talent granted: +1 Ward Stun/Freeze immunity: +15% Teleport immunity: +15% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 53 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of charged psionic shield [power 45] (5/20 cooldown) hateful steel torque of charged psionic shield [power 45] (5/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin 'Balodir' [power 48] (5/20 cooldown) =see inv= yew totem of thorny skin 'Balodir' [power 48] (5/20 cooldown) =see inv=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Con Grants telepathy: Humanoid/Orc Talent granted: +3 Lay Web See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
arcane elm wand of trap destruction [power 18] (5/15 cooldown) =trap mana= arcane elm wand of trap destruction [power 18] (5/15 cooldown) =trap mana=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (18 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of conjuration [power 229] (5/10 cooldown) warded yew wand of conjuration [power 229] (5/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 114 to 229, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
3 zircon 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 Ustabry the Halfling Sawbutcher level 6
2nd Mirth 122nd year of Ascendancy at 16:04 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Ustabry the Halfling Sawbutcher level 10
53rd Haze 122nd year of Ascendancy at 07:04 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Ustabry the Halfling Sawbutcher level 9
70th Dusk 122nd year of Ascendancy at 15:44 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Ustabry the Halfling Sawbutcher level 8
7th Flare 122nd year of Ascendancy at 13:21 see stats
Log
Wall turns into floor.
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Resting starts...
Rested for 22 turns (stop reason: all resources and life at maximum).
Ustabry switches his weapons to: steel steamsaw 'Deepsreaper'
steel steamsaw 'Boltkin'.
Ustabry activates Overheat Saws.
Ustabry deactivates Saw Wheels.
Ustabry activates Tempest of Metal.
Resting starts...
Talent Saw Wheels is ready to use.
Talent Block is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Ustabry uses his void elm wand of clairvoyance!
There is a previous level here (press '' or right click to use).
You feel very confident walking into this place.
Ustabry deactivates Grinding Shield.
Ustabry deactivates Tempest of Metal.
Ustabry deactivates Overheat Saws.
