
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Campaign Planning 1.7.0A companion piece to Talent Point Planner (release 11.3.1 or later, or via ZOmnibus Addon Pack or ZOmnibus Lite release 17.7.4 or later); adds talent point sources for various campaigns provided by third-party addons. Currently supported:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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:
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: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Tinker Gem Flexibility 1.7.0Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: 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. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Orc Breeding Pits Full 1.7.4Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.6Donators/Buyers bonus! Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: 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 | Nightmare Roguelike |
| Sex | Female |
| Race | MajKruk Yeti |
| Class | Gunslinger |
| Level / Exp | 14 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 14 on the 68th Haze 122nd year of Ascendancy at 14:50 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 42 (base 38) |
| Constitution | 18 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 45.8 (base 32) |
Resources
| Life | -132/406 |
| Steam | 36/106 |
| Healing Factor | 1.0711363549268 |
| Regeneration | 4.3381022374534 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +4% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +25% |
| Mind | +5% |
| Physical | +6% |
| Cold | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 3 |
| Physical Save | 30 |
| Spell Save | 15 |
| Mental Save | 21 |
Defense: Resistances
| Light | + 9%( 70%) |
| Cold | + 29%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Bleed Resistance | 10% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 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 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%. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 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. | active |
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 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 Possessed. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bloated horror heart. * You've found the needed bear paw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within | active |
Equipment
| On feet | pair of rough leather boots 'Bidur' (0 def, 4 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun offense ------ Mindpower +10 (+5 eff.) Accuracy +15 (+5 eff.) defense ------ Armor +4 other ------- EQ when Hit +0.04 Hate-on-crit +1.00 Infravision +1 A pair of boots made of leather. |
| Quiver | blazing pouch of iron shots (20/20, 109% power, 1 apr) 3.0 Encumbrance T1 shot ammo [Ego] Nature Weapon Damage 109% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 20 On-ranged-hit +8 fire On-crit, radius 2 +5 fire While equipped: other ------- Talents +1 Magnetic Shell Shots are used with slings to pummel your foes to death. |
| Light source | Dagogrim2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Crit Resistance 15.00% Life +41.00 Cut Resist +10% Silence Resist +10% other ------- 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 | Ulurak (23 def, 4 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Critical power +5.00% Physical Power +5 (+2 eff.) Mindpower +15 (+6 eff.) Accuracy +1 (+1 eff.) defense ------ Armor +4 Defense +23 (+8 eff.) Fatigue +5% Physical save +13 (+7 eff.) Unlife -20.00 life other ------- EQ when Hit +0.04 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand iron gauntlets of dexterity (+4) (0 def, 8 armour) 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 6 physical Damage +4% physical Accuracy +10 (+4 eff.) defense ------ Armor +8 Fatigue +1% other ------- Talents +1 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 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. |
| On fingers | marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Obsidianhunter the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% mind +25% darkness When Hit 2 lightning defense ------ Resistance +3% mind Life Regen +1.00 Stun Resist +22% Rings make your fingers look great! |
| Around neck | copper amulet 'Treestar'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% nature Ignore resists +15% nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% mind +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | iron steamgun 'Mayeldawyn'4.0 Encumbrance T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On Hit: 10% Overgrowth level 1 Uses 2.0 Steam While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +2% defense ------ Life Regen +0.60 other ------- Psi when Hit +0.04 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +5 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
| In off hand | mighty iron steamgun of cunning (+3)4.0 Encumbrance T1 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Str +3 Cun offense ------ Physical Power +6 (+2 eff.) Ignore resists +6% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak 'Floesear' (2 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Ignore resists +10% cold defense ------ Defense +2 (+1 eff.) Resistance +6% blight +9% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating rough leather armour of cold resistance (4 def, 7 armour) 9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: offense ------ When Hit 10 physical defense ------ Armor +7 Defense +4 (+1 eff.) Fatigue +7% Resistance +16% cold Life Regen +2.20 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 85% / cooldown 67%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 85% efficiency and cooldown mod of 67%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 112% / cooldown 60%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 530%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 430%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 5; phase 16; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 27; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 27 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 121; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 121 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 118; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 118 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 44; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Flash Powder0.1 Encumbrance 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. |
2 schematic: Focus Lens0.1 Encumbrance 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: Headlamp0.1 Encumbrance 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: Pain Suppressor Salve0.1 Encumbrance 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: Spike Attachment0.1 Encumbrance 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: Waterproof Coating0.1 Encumbrance 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. |
copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
iron greatsword of enduring (117% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Nature Weapon Damage 117% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +9 Con +9 Wil defense ------ Life +27.00 Massive two-handed swords. |
mighty rough leather sling4.0 Encumbrance T1 sling 1H weapon [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots (19/19, 110% power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 110% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 While equipped: Shots are used with slings to pummel your foes to death. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
insulating rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire +6% cold A belt that goes around your waist. |
noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +15% Summoned defense ------ Resist Against +18% Summoned A belt that goes around your waist. |
rough leather belt 'Polydhetira'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +6 Dex offense ------ Mind Crit +1% Physical Power +3 (+1 eff.) Ignore resists +10% acid defense ------ Spell save +6 (+5 eff.) other ------- Psi when Hit +0.12 Max stamina +30.00 Size +1 A belt that goes around your waist. |
rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% other ------- Encumbrance +24 A belt that goes around your waist. |
Hathigorab (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Spell save +12 (+8 eff.) other ------- EQ when Hit +0.08 Hate-on-crit +1.00 Infravision +1 A pair of boots made of leather. |
Glabeth the Morningsquall (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Mag +3 Cun offense ------ Ignore resists +25% light defense ------ Armor +3 Fatigue +2% Resistance +3% fire Life Regen +2.00 Healmod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Psionic While equipped: defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Chargequencher the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +5% cold defense ------ Armor +1 Fatigue +1% Resistance +24% lightning +10% light +10% darkness A hat made of leather. Very stylish. |
insulating rough leather hat of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold A hat made of leather. Very stylish. |
linen wizard hat 'Ivabeth' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +5% temporal Spell save +3 (+3 eff.) Unlife -20.00 life Silence Resist +10% Disarm Resist +20% A pointy cloth hat, very wizardly... |
rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
rough leather hat 'Lisyvena' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil offense ------ Ignore resists +10% physical Ignore Armor +5 defense ------ Armor +1 Fatigue +1% other ------- Light +2 A hat made of leather. Very stylish. |
Duvetir the Scorpionward (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil offense ------ Damage +6% nature defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal other ------- Hate-on-crit +3.00 Max hate +8.00 A cap made of leather. |
Emalaith (0 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +4 Wil offense ------ Physical Crit +2.0% Physical Power +12 (+4 eff.) defense ------ Armor +5 Fatigue +1% Resistance +3% mind +7% physical Physical save +9 (+5 eff.) other ------- Max stamina +30.00 A hat made of leather. Very stylish. |
Lustrepiety (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +9% light Ignore Armor +5 When Hit 4 cold defense ------ Armor +1 Fatigue +1% Resistance +6% acid +3% light Spell save +15 (+10 eff.) A cap made of leather. |
Zanakath the Branddream (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% light When Hit 6 fire defense ------ Armor +1 Fatigue +1% other ------- Psi when Hit +0.12 Hate-on-crit +1.00 A hat made of leather. Very stylish. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Salokira the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Spell Crit +2% Spellpower +5 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +5% cold other ------- Max mana +40.00 Light +2 See Invisibility +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +7% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Physical save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 Encumbrance 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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +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. |
Automated Portable Extractor0.0 Encumbrance 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. |
crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 125 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Transmogrification Chest2.0 Encumbrance 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 Encumbrance 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. |
elm totem of thorny skin 'Adotha' [power 16] (20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Mag +2 Wil +3 Cun defense ------ Resistance +3% light Crit Resistance 5.00% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Yolanda the MajKruk Yeti Gunslinger level 10
26th Haze 122nd year of Ascendancy at 00:34 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Yolanda the MajKruk Yeti Gunslinger level 8
7th Haze 122nd year of Ascendancy at 01:43 see stats
Log
Yolanda's Shoot hits Faeros for 95 physical damage.
Yolanda's Shoot hits Faeros for 66 physical, 0 fire (66 total damage).
Yolanda's Shoot killed Faeros!
Talent Cloak Gesture is ready to use.
Talent Overheat Bullets is ready to use.
Burning from Faeros hits Yolanda for (8 flat reduction), 13 fire (13 total damage).
Orc corruptor casts Curse of Vulnerability.
Yolanda is cursed.
Burning from Faeros hits Yolanda for (8 flat reduction), 23 fire (23 total damage).
Orc corruptor uses Orcish Fury.
Orc corruptor enters a state of bloodlust.
Orc corruptor casts Soul Rot.
Yolanda deflects the projectile from Orc corruptor to the southwest!
Yolanda stops burning.
Orc corruptor casts Blood Spray.
Yolanda is afflicted by a weakness disease!
Orc corruptor hits Yolanda for (8 flat reduction), 163 blight (163 total damage).
Weakness Disease from Orc corruptor hits Yolanda for (8 flat reduction), 25 blight (25 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Orc corruptor casts Blood Grasp.
Weakness Disease from Orc corruptor hits Yolanda for (8 flat reduction), 21 blight (21 total damage).
Orc corruptor roars triumphantly.
Orc corruptor's Blood Grasp hits Yolanda for (8 flat reduction), 153 blight (153 total damage).
Orc corruptor receives 32 healing from Orc corruptor's Blood Grasp.
Yolanda the level 14 majkruk yeti gunslinger was diseased to death by an orc corruptor on level 1 of Zigur.



















































































