
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Orc |
Class | Psyshot |
Level / Exp | 19 / 58% |
Size | medium |
Lifes / Deaths | Killed by dream seed at level 19 on the 52nd Retaking 124th year of Ascendancy at 10:36 / 1 |
Primary Stats
Strength | 34 (base 29) |
Dexterity | 36 (base 28) |
Constitution | 20 (base 10) |
Magic | 11 (base 10) |
Willpower | 25 (base 19) |
Cunning | 38 (base 30) |
Resources
Life | -35/521 |
Psi | 81/105 |
Steam | 100/100 |
Healing Factor | 1.1789473684211 |
Regeneration | 1.9452631578947 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 2 |
Infravision | 7 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 33 |
Accuracy | 43 |
Crit Chance | 19% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 39 |
Crit Chance | 11% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Physical | +10% |
Lightning | +8% |
Darkness | +13% |
Arcane | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +13% |
All | +7% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 21 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 20 |
Mental Save | 23 |
Defense: Resistances
Acid | + 22%( 70%) |
Lightning | + 22%( 70%) |
Temporal | + 3%( 70%) |
Darkness | + 18%( 70%) |
Physical | + 8%( 70%) |
Cold | + 13%( 70%) |
All | -3%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 86%. |
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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Thoughts of iron | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Psytech gunnery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Molten Iron Blood |
talent | Gestalt |
beneficial effect | Steampower increased by 5. Gestalt |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 30.21 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 85.77 blight damage and spawn a carrion worm mass. |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +1% (-) Infravision radius: +1 (-) A pair of boots made of leather. |
Quiver | ![]() high-capacity pouch of steel shots of crippling (39/39, 125% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 126% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +10.5% (-) Capacity: 39 (-) On weapon crit: * cripple the target When wielded/worn: Ammo reloads per turn: +2 (-) Talents granted: +2.00(-) Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-) 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 | ![]() grounding rough leather hat (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-) Cun Changes resistances: +5%(-) lightning / +6%(-) temporal Mental save: +0 (+0 eff.) (-) Infravision radius: +6 (-) Sight radius: +1 (-) See stealth: +10 (-) See invisible: +10 (-) A hat made of leather. Very stylish. |
On hands | ![]() heroic rough leather gloves of strength (+2) (0 def, 4 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +4 (-) Changes stats: +2(-) Str Talents granted: +2.00(-) Project Saw Mental save: +5 (+2 eff.) (-) Maximum life: +41.00 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On fingers | ![]() titan's steel ring of the mountain (+10%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +10%(-) physical Changes damage: +10%(-) physical Physical save: +6 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +1 Cun / +0(-3) Con Changes resistances: +24% acid / +0%(-10%) physical / +20% darkness Changes damage: +12% acid / +0%(-10%) physical / +10% darkness / +3% arcane Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +9 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
Around neck | ![]() wanderer's steel amulet of willpower (+5) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +5(-) Dex / +3(-) Wil / +4(-) Cun / +5(-) Con Life regen: +0.40 (-) Stamina each turn: +0.50 (-) Movement speed: +10% (-) Amulets can have magical properties. |
In main hand | ![]() Glacia Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (-) Attack speed: 100% (-) Dam. multiplier: 130% (-) Firing range: +7 (-) On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% (-) Attacks use: 2.0(-) Steam When wielded/worn: Ice block penetration: +20% (-) Strange coils encircle this extremely cold gun. Tap to cycle through comparison choices |
Around waist | ![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -18% (-) Maximum encumbrance: +90 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() horrifying vined mindstar of storms (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 87% (+21%) Range: 1.1x (+0.0x) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+11) Crit. chance: +3.0% Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +0 (-7) On weapon hit: - deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +0% (-1000%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage when hit (Melee): 4 lightning / 5 mind / 3 darkness Changes stats: +1 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +7% lightning Changes resistances penetration: +6% lightning Changes damage: +8% lightning / +3% mind / +3% darkness Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Ice block penetration: +0% (-20%) 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. Tap to cycle through comparison choices |
Cloak | ![]() Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+8 eff.) (-) Changes resistances: +12%(-) lightning / +15%(-) cold Physical save: +10 (+5 eff.) (-) Stun/Freeze immunity: +20% (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Life regen: +1.00 (-) Maximum life: +40.00 (-) Healing mod.: +10% (-) A suit of armour made of leather. |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() pixie's steel ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +2 Mag / +3 Cun / +0(-3) Con Changes resistances: +0%(-10%) physical Changes damage: +0%(-10%) physical Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +7 (+7 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
![]() titan's copper ring of fire (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-1) Con Changes resistances: +0%(-10%) physical / +20% fire Changes damage: +0%(-10%) physical / +10% fire Physical save: +4 (+2 eff.) (-2 (-1 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
![]() creative mossy mindstar (77% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (+12%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+5) Crit. chance: +2.5% Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +0 (-7) On weapon hit: - deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +0% (-1000%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +3 Cun Critical mult.: +6.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Ice block penetration: +0% (-20%) 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. Tap to cycle through comparison choices |
![]() mossy mindstar (72% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% (+7%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+5) Crit. chance: +2.5% Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +0 (-7) On weapon hit: - deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +0% (-1000%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Ice block penetration: +0% (-20%) 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. Tap to cycle through comparison choices |
![]() iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-2) Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +6 (-1) On weapon hit: - deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +600% (-400%) Attacks use: 2.0(-) Steam When wielded/worn: Ice block penetration: +0% (-20%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() mighty iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-2) Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +6 (-1) On weapon hit: - deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +600% (-400%) Attacks use: 2.0(-) Steam When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Ice block penetration: +0% (-20%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() strafer's steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 (+2) Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +7 (-) On weapon hit: - deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +600% (-400%) Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +7 (+2 eff.) Talent cooldown: Strafe (-2 turns) Ice block penetration: +0% (-20%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
![]() nightruned rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+18%) Changes resistances: +6% light / +5% darkness Maximum encumbrance: +0 (-90) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) A belt that goes around your waist. |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Life regen: +0.00 (-1.00) Maximum life: +0.00 (-40.00) Healing mod.: +0% (-10%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-5) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-) Infravision radius: +0 (-1) A pair of boots made of leather. |
![]() naturalist's rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-3) Damage (Melee): 6 nature Changes stats: +0(-2) Str / +2 Mag Changes resistances: +5% nature Changes damage: +3% arcane / +3% nature Talent granted: +0(+-2) Project Saw Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-41.00) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm rough leather gloves of dexterity (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-3) Damage (Melee): 5 lightning Changes stats: +0(-2) Str / +3 Dex Changes resistances: +6% lightning Changes damage: +4% lightning Talent granted: +0(+-2) Project Saw Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-41.00) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() cleansing iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +3 Str / +0(-) Cun Changes resistances: +6% blight / +0%(-6%) temporal / +6% nature / +0%(-5%) lightning Mental save: +0 (+0 eff.) (-) Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +0(-) Cun / +3 Con Changes resistances: +0%(-5%) lightning / +0%(-6%) temporal Mental save: +0 (+0 eff.) (-) Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (+4) Defense: +12 (+6 eff.) (+11 (+5 eff.)) Fatigue: +7% (+1%) Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Life regen: +0.00 (-1.00) Maximum life: +40.00 (-) Infravision radius: +3 Healing mod.: +0% (-10%) The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
potent water salve [power 14] potent water salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 138] simple healing salve [power 138]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 138, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() acidic pouch of steel shots of paradox (17/17, 123% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 123% (-3%) Range: 1.2x (+0.0x) Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +4.5% (-6.0%) Capacity: 17 (-22) On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) (+6%) On weapon crit: - cripple the target + splashes the target with acid Damage (Ranged): +5 acid / +8 temporal When wielded/worn: Ammo reloads per turn: +0 (-2) Talent granted: +0(+-2) Saw Shell Shots are used with slings to pummel your foes to death. |
![]() pouch of iron shots (18/18, 112% power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 112% (-14%) Range: 1.2x (+0.0x) Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Crit. chance: +4.0% (-6.5%) Capacity: 18 (-21) On weapon crit: - cripple the target When wielded/worn: Ammo reloads per turn: +0 (-2) Talent granted: +0(+-2) Saw Shell Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +4 Cun Mental save: +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Saya the Orc Psyshot level 9
21st Retaking 124th year of Ascendancy at 08:01 see stats
By Saya the Orc Psyshot level 12
37th Retaking 124th year of Ascendancy at 00:53 see stats
By Saya the Orc Psyshot level 10
21st Retaking 124th year of Ascendancy at 15:52 see stats
By Saya the Orc Psyshot level 16
48th Retaking 124th year of Ascendancy at 04:38 see stats
Log
Saya is no longer poisoned.
Saya uses a frost salve.
Saya is no longer inspired.
Epidemic from Worm that walks hits Saya for 36 blight damage.
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight damage.
Carrion worm mass's wormblight area effect hits Carrion worm mass for 0 blight damage.
Worm that walks casts Worm Rot.
Saya is afflicted by a terrible worm rot!
Saya receives 3 healing from Worm that walks.
Bloodstar from Saya hits Worm that walks for 26 fire, 16 physical (42 total damage).
Saya uses Solidify Air.
Saya hits Worm that walks for 71 physical damage.
Saya hits Carrion worm mass for 71 physical damage.
Saya is not affected anymore by the salve.
Worm Rot from Worm that walks hits Saya for 37 blight, 24 acid (61 total damage).
Epidemic from Worm that walks hits Saya for 48 blight damage.
Dream seed resists the mind attack!
Dream seed converts some damage to Psi!
Saya hits Dream seed for 2 to psi, 2 lightning, 10 to psi, 9 fire, 1 to psi, 1 mind, 1 to psi, 1 darkness (27 total damage).
Dream seed hits Saya for 38 mind, 1 mind (39 total damage).
Worm that walks is free from the bloodstar.
Worm that walks stops regenerating health quickly.
Saya receives 46 healing.
Saya is free from the epidemic.
Talent Saw Shell is ready to use.
Worm Rot from Worm that walks hits Saya for 37 blight, 24 acid (61 total damage).
Saving game...