








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Better Item Description 1.5.10This 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 19 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Siledann the assassin at level 19 on the 4th Allure 123rd year of Ascendancy at 17:05 / 1 |
Primary Stats
| Strength | 30 (base 13) |
| Dexterity | 55 (base 47) |
| Constitution | 32 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 45 (base 36) |
Resources
| Life | -166/690 |
| Stamina | 174/174 |
| Steam | 100/100 |
| Healing Factor | 1.014717687985 |
| Regeneration | 0.25367942199625 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 32.045069181528 |
| See Invisible | 32.045069181528 |
Offense: Barehand
| Damage | 79 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 12% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Lightning | +12% |
| Cold | +11% |
| Arcane | +9% |
| Mind | +6% |
| Nature | +12% |
Offense: Damage Penetration
| Blight | +25% |
| Lightning | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 19 (36.618610747051%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 20 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 25%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 24%( 70%) |
| Mind | + 10%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 27% |
| Bleed Resistance | 10% |
| Confusion Resistance | 21% |
| Pinning Resistance | 20% |
| Stun Resistance | 66% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Striking Stance |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is poisoned, taking 1.57 nature damage per turn and decreasing all heals received by 15%. Insidious Poison |
| beneficial effect | Increases defense by 12. Mobile Defense |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| beneficial effect | The target is in the middle of a combo chain and has earned 3 combo points. 3 Combo |
| beneficial effect | The target is recovering 21 life each turn. Recovery |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Layedatha the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +4 Dex +3 Mag dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +21% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | heroic dwarven-steel gauntlets of dispersion (0 def, 6 armour)1.5 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Wil +7 Mag dps ---------- Melee+ 6 arcane ----- def ----- Armour +6 Resists +5% arcane Mind.save +7 (+3 eff.) Max.HP +50.00 Unarmed combat: Power 134% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +4 Apr +9 Crit +8.0% Atk.spd 125% Melee+ +4 arcane On Hit: 10% Manathrust 3 On Hit: 10% Battle Shout 3 Disperse Magic: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Strikewither (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +15% lightning +25% blight Apr +6 Melee Ret 20 blight ----- def ----- Armour +4 Fatigue +4% Resists +9% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | wizard's steel ring of misery0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag dps ---------- Melee+ 7 bleed Ranged+ 6 bleed On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| Main armor | linen robe 'Natureworm' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +11% cold Res.pen +10% nature ----- def ----- Resists +3% lightning +19% cold +3% light +3% darkness Die.at -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | brass lantern 'Blazevenom'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +12% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Max.HP +43.00 ---------- misc Light +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. |
| Cloak | linen cloak 'Delaruidar' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +3% mind +9% lightning Max.HP +35.00 Cut- +10% Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Emelulethra1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +6% lightning +6% temporal +3% nature Silence- +5% Pinning- +20% Stun/Frz- +15% A belt that goes around your waist. |
Inventory
medical injector implant of the wizard (efficiency 103% / cooldown 51%)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 103% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% ---------- misc Max.enc +20 Rings can have magical properties. |
yew magestaff 'Duvegorn' (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 mind While equipped: dps ---------- Phys.crit +7.0% Spell.crit +11% Crit.mult +13.00% Spell.pwr +15 (+7 eff.) S.pwr/crit +5 Dmg.mod +26% arcane ----- def ----- Resists +5% arcane +3% mind ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 16.35 to 19.62 arcane damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
insidious steel battleaxe of massacre (141% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 insidious poison Massive two-handed battleaxes. |
Phlegmmortal (122% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 122% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 acid +14 mind On Hit: * 17% chance to cause random gloom On Crit: * wounds the target for 7 turns: 11 bleeding, 45% reduced healing While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +10.0% Phys.pwr +7 (+3 eff.) Dmg.mod +3% acid Res.pen +7% nature Melee Ret 8 nature ----- def ----- Resists +9% nature +5% all Massive two-handed swords. |
gifted vined mindstar of life (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 87% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.60 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. |
vined mindstar of the jelly (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 87% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% acid ---------- misc Equi/ret +0.70 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. |
balanced steel steamsaw of fire resistance (+17%) (104% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +3 Defense +11 (+5 eff.) Fatigue +6% Resists +17% fire Disarm- +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! |
ash longbow of dexterity (+5)4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +5 Dex dps ---------- Res.pen +20% physical Longbows are used to shoot arrows at your foes. |
gunslinger's steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of fire4.0 T2 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of steel shots of accuracy (20/20, 119% power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 120% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +5 Apr +2 Crit +4.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
flaming steel shield of lightning resistance (+17%) (6 def, 2 armour, 37.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +17% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +15% acid A suit of armour made of leather. |
rejuvenating cured leather armour of clarity (2 def, 4 armour)9.0 T2 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% mind Mind.save +10 (+5 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stealthy pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Stealth +5 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +6% acid Unarmed combat: Power 95% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Crit.r2 +5 acid On Hit: 10% Acid Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Unarmed combat: Power 117% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +8 Crit +6.0% Atk.spd 125% Melee+ +12 silence On Hit: 100% Destroy Magic 2 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
cleansing hardened leather hat of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +5% nature +5% blight A hat made of leather. Very stylish. |
grounding rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
Morningstalker (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +9% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Light +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
41 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cornac Brawler the Cornac Brawler level 11
4th Dusk 122nd year of Ascendancy at 09:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cornac Brawler the Cornac Brawler level 10
4th Mirth 122nd year of Ascendancy at 12:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Cornac Brawler the Cornac Brawler level 16
9th Haze 122nd year of Ascendancy at 00:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cornac Brawler the Cornac Brawler level 9
2nd Mirth 122nd year of Ascendancy at 00:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Cornac Brawler the Cornac Brawler level 11
8th Mirth 122nd year of Ascendancy at 02:31 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Cornac Brawler the Cornac Brawler level 18
10th Decay 122nd year of Ascendancy at 02:53 see stats
Log
Ran for 3 turns (stop reason: hostile spotted to the southwest (Siledann the assassin)).
Siledann the assassin uses Disarm.
Siledann the assassin deactivates Stealth.
Siledann the assassin performs a melee critical strike against Cornac Brawler!
Cornac Brawler is poisoned!
Cornac Brawler slows down.
Cornac Brawler is crippled.
Cornac Brawler is disarmed!
Cornac Brawler leeches life from Siledann the assassin!
Siledann the assassin hits Cornac Brawler for (9 resist armour), 135 physical, (1 resist armour), 0 nature, 5 healing, (9 resist armour), 50 physical, (8 resist armour), 0 cold (185 total damage) [5 healing].
Cornac Brawler hits Siledann the assassin for 16 blight, 14 blight (30 total damage).
Insidious Poison from Siledann the assassin hits Cornac Brawler for (1 resist armour), 0 nature (0 total damage).
Siledann the assassin focuses on weaknesses in Cornac Brawler's defenses!
Siledann the assassin tests the defenses of Cornac Brawler.
Cornac Brawler leeches life from Siledann the assassin!
Siledann the assassin hits Cornac Brawler for (9 resist armour), 78 physical, (1 resist armour), 0 nature, (9 resist armour), 71 physical, (8 resist armour), 0 cold, 4 healing (149 total damage) [4 healing].
Cornac Brawler hits Siledann the assassin for 14 blight, 14 blight (28 total damage).
Insidious Poison from Siledann the assassin hits Cornac Brawler for (1 resist armour), 0 nature (0 total damage).
Cornac Brawler throws two quick punches.
Siledann the assassin starts to bleed.
Cornac Brawler hits Siledann the assassin for (21 parried), 68 physical, 3 arcane, 1 physical, 5 arcane, (21 parried), 62 physical, 3 arcane, 1 physical, 5 arcane (148 total damage).
Siledann the assassin hits Cornac Brawler for (9 resist armour), 1 nature, (9 resist armour), 1 nature (3 total damage).
Siledann the assassin uses Coup de Grace.
Siledann the assassin performs a melee critical strike against Cornac Brawler!
Cornac Brawler is recovering from the damage!
Siledann the assassin performs a melee critical strike against Cornac Brawler!
Saving game...




































































































