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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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.
Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Sawbutcher |
Level / Exp | 22 / 57% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 22 on the 24th Dearth 122nd year of Ascendancy at 07:05 / 1 |
Primary Stats
Strength | 80 (base 50) |
Dexterity | 8 (base 10) |
Constitution | 35 (base 11) |
Magic | 18 (base 10) |
Willpower | 17 (base 10) |
Cunning | 56 (base 44) |
Resources
Life | -260/670 |
Steam | 68/100 |
Healing Factor | 1.6916474121759 |
Regeneration | 19.029985154507 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 102 |
Accuracy | 41 |
Crit Chance | 18% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 41 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.3333333333333 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +24% |
Nature | +8% |
Physical | +3% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Physical | +20% |
Arcane | +10% |
Mind | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 48.335093952971 (47.857809501309%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 15 |
Physical Save | 45 |
Spell Save | 33 |
Mental Save | 44 |
Defense: Resistances
Blight | + 19%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 10%( 70%) |
All | + 7%( 70%) |
Darkness | + 16%( 70%) |
Light | + 52%( 70%) |
Physical | + 12%( 70%) |
Lightning | + 51%( 70%) |
Mind | + 21%( 70%) |
Fire | + 40%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 52% |
Bleed Resistance | 40% |
Confusion Resistance | 20% |
Stun Resistance | 100% |
Silence Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
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 11.5 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 66%. Its effects scale with your Constitution 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 112% efficiency and cooldown mod of 62%. Its effects scale with your Constitution stat. |
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 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Minotaur. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. * 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. | 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: * You've found the needed bloated horror heart. * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed length of troll intestine. * '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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Phys.crit +1.0% S.pwr/crit +10 ----- def ----- Armour +1 Defense +5 (+2 eff.) Spell.save +3 (+2 eff.) Silence- +21% Confus- +20% Stun/Frz- +24% ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Disrupt While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +6% nature +5% arcane +3% mind Phys.save +6 (+2 eff.) Stun/Frz- +20% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Disrupt While equipped: Stats +2 Str +3 Cun +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 9 nature 8 physical Dmg.mod +5% nature +3% physical Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +8 Resists +7% blight +6% nature Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% darkness +5% mind +10% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 20 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Res.pen +20% physical Melee Ret 4 mind 2 physical ----- def ----- Defense +10 (+5 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Resists +3% nature +3% cold Mind.save +6 (+2 eff.) Heal.mod +10% Pinning- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +10% Cut- +40% Stun/Frz- +20% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 151 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 123% 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 +48 Melee+ +4 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +10 Mag +3 Wil +6 Cun dps ---------- Dmg.mod +14% light +12% darkness Melee Ret 7 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +15% fire +12% light +10% darkness ---------- 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! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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 | ![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 On Hit: * 20% chance to reduce damage dealt by 17% Uses 1.0 Steam While equipped: Stats +2 Con ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +16% lightning +2% physical +3% nature Stun/Frz- +20% ---------- 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 | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +5% arcane +12% mind Phys.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life HP.reg +4.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% nature Res.pen +15% nature Melee Ret 20 physical ----- def ----- Armour +19 Defense +8 (+4 eff.) Fatigue +13% Resists +19% lightning +15% fire +6% light Mind.save +12 (+4 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 79%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% mind ----- def ----- Defense +15 (+7 eff.) Resists +6% light +10% temporal Pinning- +22% Knockbk- +24% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +9% fire +6% physical Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +13% fire +6% nature +13% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% cold Res.pen +15% cold On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Resists +20% cold Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane 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 +7% Spell.pwr +9 (+1 eff.) Dmg.mod +20% physical ----- def ----- Phys.save +8 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 141% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +7% physical Acc +7 (+2 eff.) Massive two-handed swords. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +11.0% One-handed war axes. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Max.HP +11.00 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. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% acid +5% fire +7% cold +6% physical Res.pen +3% acid +4% fire +2% cold +4% physical ----- def ----- Mind.save +5 (+2 eff.) Heal/summ +20 ---------- misc Max.psi +14.00 Max.summ +2 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. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 101% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +13 On Hit: * 10% chance to slow global speed by 46% Uses 1.0 Steam While equipped: Stats +2 Str +3 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% acid +3% fire +3% mind Spell.save +3 (+2 eff.) Confus- +20% ---------- 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! |
![]() 3.0 T1 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 99% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 234 physical damage over 5 turns (1/turn) Melee Ret 6 fire ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +11% fire ---------- 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! |
![]() 3.0 T3 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 117% 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 +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +3 Dex +4 Mag +3 Cun dps ---------- Dmg.mod +10% light +11% darkness Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% light +12% darkness ---------- 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! |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 lightning On Crit.r2 +29 fire While equipped: dps ---------- All.spd +2% Dmg.mod +12% lightning Res.pen +17% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 cold While equipped: dps ---------- Dmg.mod +15% cold Res.pen +8% physical Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 147% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Ranged+ +20 acid +8 mind On Hit.r1 +20 acid On Crit.r2 +20 acid Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +10% blight +13% darkness +13% mind +11% all Phys.save +13 (+4 eff.) Spell.save +13 (+7 eff.) Mind.save +22 (+7 eff.) Max.HP +49.00 HP.reg +1.80 Heal.mod +16% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego+] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +10 Defense +17 (+8 eff.) Fatigue +8% Mind.save +16 (+5 eff.) HP.reg +2.30 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% nature +14% blight Max.HP +31.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of mail. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Res.pen +5% darkness Apr +2 ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +3 Dex dps ---------- Phys.crit +1.0% Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% Resists +1% physical A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +15% cold Spell.save +3 (+2 eff.) Max.HP +80.00 Heal.mod +5% Teleport- +20% A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +3% darkness +7% cold HP.reg +4.00 Poison- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +4% Resists +12% fire +5% arcane +6% mind Mind.save +6 (+2 eff.) Die.at -80.00 life HP.reg +4.00 ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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 frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 66% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 211] simple healing salve [power 211]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 66% cooldown modifier. Heal 211 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str +7 Cun +2 Con dps ---------- Res.pen +10% mind ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 311/400 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. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Mag +3 Con dps ---------- Dmg.mod +6% light Res.pen +15% light ----- def ----- Resists +9% acid Crit.chn- 5.00% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By SpinToWin the Dwarf Sawbutcher level 19
24th Wealth 122nd year of Ascendancy at 04:34 see stats
By SpinToWin the Dwarf Sawbutcher level 10
29th Voratun 122nd year of Ascendancy at 06:58 see stats
By SpinToWin the Dwarf Sawbutcher level 20
30th Wealth 122nd year of Ascendancy at 15:43 see stats
By SpinToWin the Dwarf Sawbutcher level 6
18th Voratun 122nd year of Ascendancy at 02:08 see stats
By SpinToWin the Dwarf Sawbutcher level 6
25th Voratun 122nd year of Ascendancy at 19:27 see stats
By SpinToWin the Dwarf Sawbutcher level 22
19th Dearth 122nd year of Ascendancy at 07:18 see stats
By SpinToWin the Dwarf Sawbutcher level 15
15th Profit 122nd year of Ascendancy at 14:32 see stats
Log
Shadow hits SpinToWin for 51 physical damage.
Shadow hits SpinToWin for 55 physical damage.
LIFE LOST WARNING!
--------------------------------
SpinToWin uses Resilience of the Dwarves.
SpinToWin's skin turns to stone.
SpinToWin uses Tremor Engine.
Silata the gigantic corrosive tunneler uses Snap.
Belabeth the sandworm uses Block.
Bethoth the carrion worm mass uses Willful Strike.
Bethoth the carrion worm mass's mind surges with critical power!
Carrion worm mass's blight area effect hits Belabeth the sandworm for (11 blocked), 0 blight (0 total damage).
Carrion worm mass's blight area effect hits Shadow for 11 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Shadow for 11 blight damage.
Carrion worm mass's blight area effect hits Shadow for 11 blight damage.
Carrion worm mass's blight area effect hits SpinToWin for 0 blight damage.
Carrion worm mass's blight area effect hits Bethoth the carrion worm mass for (1 deflected), 2 blight (2 total damage).
Carrion worm mass's blight area effect hits Shadow for 11 blight damage.
Carrion worm mass's blight area effect hits Silata the gigantic corrosive tunneler for 11 blight damage.
Bethoth the carrion worm mass hits SpinToWin for 355 physical damage.
SpinToWin instinctively hardens his skin and ignores the attack!
SpinToWin repels an attack from Shadow.
Shadow casts Shadow Flames.
Shadow casts Shadow Flames.
Shadow hits SpinToWin for 75 fire damage.
Melee retaliation hits Shadow for 7 fire, 4 mind, 24 physical (35 total damage).
Shadow hits SpinToWin for 16 physical damage.
Shadow hits SpinToWin for 75 fire damage.
SpinToWin the level 22 dwarf sawbutcher was burnt to death by a shadow on level 1 of Sandworm lair.