















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
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. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! 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.
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Simple Font Floating Text 1.1.5Changes the floating text to a different font Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Sawbutcher |
Level / Exp | 24 / 95% |
Size | medium |
Lifes / Deaths | Killed by Lisalle the snow giant boulder thrower at level 19 on the 29th Haze 122nd year of Ascendancy at 01:52 0 / 8Killed by skeleton magus at level 22 on the 10th Regrowth 123rd year of Ascendancy at 20:23 Killed by Velyta the skeleton master archer at level 23 on the 16th Regrowth 123rd year of Ascendancy at 11:46 Killed by Xanolethra the ghast at level 23 on the 16th Regrowth 123rd year of Ascendancy at 18:19 Killed by Xeratha the ghoulking at level 24 on the 18th Regrowth 123rd year of Ascendancy at 10:25 Killed by Emelalle the skeleton archer at level 24 on the 18th Regrowth 123rd year of Ascendancy at 11:43 Killed by ritch flamespitter at level 24 on the 18th Regrowth 123rd year of Ascendancy at 16:54 Killed by Weirdling Beast at level 24 on the 35th Regrowth 123rd year of Ascendancy at 01:57 |
Primary Stats
Strength | 66 (base 54) |
Dexterity | 20 (base 10) |
Constitution | 28 (base 11) |
Magic | 13 (base 10) |
Willpower | 15 (base 10) |
Cunning | 50 (base 46) |
Resources
Life | -93/751 |
Steam | 92/100 |
Healing Factor | 1.1363636363636 |
Regeneration | 2.5568181818181 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 6 |
See Stealth | 22 |
See Invisible | 22 |
Offense: Mainhand
Damage | 101 |
Accuracy | 2 |
Crit Chance | 27% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 2 |
Crit Chance | 23% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Lightning | +12% |
Darkness | +12% |
All | 0% |
Offense: Damage Penetration
Fire | +20% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 19.033805043906 (81.030927835052%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 36 |
Physical Save | 46 |
Spell Save | 21 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 70%( 70%) |
Acid | -10%( 70%) |
Cold | + 14%( 70%) |
Blight | + 10%( 70%) |
Physical | + 23%( 70%) |
Fire | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 76% |
Confusion Resistance | 11% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 40% |
Disarm Resistance | 15% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 80% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Strength 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 144% efficiency and cooldown mod of 83%. 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 126% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Overheat Saws |
detrimental effect | The target has been splashed with acid, taking 29.68 acid damage per turn, reducing armour by 29 and attack by 25. Acid Splash |
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 failed to protect the injured seer from death by Gleth the elder vampire. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 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 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton assassin. Escort: worried loremaster (level 8 of Dreadfell) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * 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. | done |
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 pouch of faeros ash. * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of greater demon bile. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of squid ink. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within18 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 2.0 T1 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% Confus- +11% ---------- misc Light +5 See.Stealth +12 See.Invis +12 Track: Puts all charms on 40 cooldown Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. 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 | ![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 140.45 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Mag +4 Wil +5 Con dps ---------- Dmg.mod +6% blight Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +25% acid +20% fire ----- def ----- Resists +24% lightning +6% fire Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +26 Crit +15.0% Atk.spd 100% Block +48 Melee+ +10 mind On Hit: * 12% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- 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 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Resists +24% lightning Phys.save +10 (+3 eff.) Blind- +20% Disease- +30% Disarm- +15% Stun/Frz- +10% Teleport- +10% A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +20 Crit +11.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction * 10% chance to disease ----- def ----- Defense +6 (+3 eff.) Resists +6% blight +18% lightning Phys.save +6 (+2 eff.) 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. |
Main armor | ![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con dps ---------- Melee Ret 10 physical ----- def ----- Armour +24 Defense +10 (+5 eff.) Fatigue +25% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) HP.reg +0.90 Stun/Frz- +29% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +6 (+3 eff.) Resists +20% fire Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +43 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +4 Defense +12 (+6 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +6% blight +6% acid Cut- +15% Disarm- +5% Stun/Frz- +10% ---------- 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! |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +5% arcane +2% physical Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Disarm- +10% Pinning- +20% Stun/Frz- +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +0% lightning Stun/Frz- +0% A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) Dmg.mod +12% temporal Melee Ret 0 physical ----- def ----- Armour +0 Fatigue +0% Resists +12% temporal Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 3 On Hit: 15% Nova 2 Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 18.06 to 54.19 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag +3 Wil +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal ---------- misc Infravis +2 Sight +0 See.Stealth +0 See.Invis +12 A hat made of leather. Very stylish. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +6.0% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +8 Fatigue +4% Crit.dmg- 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +3.00% Apr +2 Melee Ret 0 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% fire +1% physical HP.reg +1.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +6 Wil +11 Cun dps ---------- Spell.crit +2% Dmg.mod +6% arcane Melee Ret 0 physical ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +24% lightning +11% physical +15% darkness Mind.save +22 (+10 eff.) ---------- misc Psi/ret +0.16 Max.psi +30.00 Light +2 Telepathy Demon/Minor Demon/Major Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 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 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 10 arcane resource burn * 15% chance to daze at end of turn ----- def ----- Fatigue -5% Resists +12% lightning +3% temporal +3% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +6 Cun +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +15% lightning Res.pen +8% all Apr +10 Melee Ret 4 lightning 8 darkness ----- def ----- Resists +9% lightning ---------- misc Light -6 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great pain suppressor salve [power 309] great pain suppressor salve [power 309]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Let you fight up to -309 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
potent healing salve [power 241] potent healing salve [power 241]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Heal 241 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 206] potent pain suppressor salve [power 206]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Let you fight up to -206 life and reduces all damage by 14% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 298] powerful healing salve [power 298]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Heal 298 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 22] powerful water salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 15] simple frost salve [power 15]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 183] simple healing salve [power 183]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Heal 183 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple pain suppressor salve [power 155] simple pain suppressor salve [power 155]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 83% cooldown modifier. Let you fight up to -155 life and reduces all damage by 11% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 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 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 +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. |
![]() 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. |
Achievements
By BONESTORM the Skeleton Sawbutcher level 20
70th Haze 122nd year of Ascendancy at 01:03 see stats
By BONESTORM the Skeleton Sawbutcher level 18
20th Haze 122nd year of Ascendancy at 14:55 see stats
By BONESTORM the Skeleton Sawbutcher level 19
28th Haze 122nd year of Ascendancy at 14:45 see stats
By BONESTORM the Skeleton Sawbutcher level 21
71st Haze 122nd year of Ascendancy at 00:15 see stats
By BONESTORM the Skeleton Sawbutcher level 10
1st Dusk 122nd year of Ascendancy at 05:55 see stats
By BONESTORM the Skeleton Sawbutcher level 20
49th Haze 122nd year of Ascendancy at 21:30 see stats
By BONESTORM the Skeleton Sawbutcher level 20
57th Haze 122nd year of Ascendancy at 21:27 see stats
By BONESTORM the Skeleton Sawbutcher level 24
18th Regrowth 123rd year of Ascendancy at 16:53 see stats
By BONESTORM the Skeleton Sawbutcher level 7
7th Flare 122nd year of Ascendancy at 23:58 see stats
By BONESTORM the Skeleton Sawbutcher level 15
14th Dusk 122nd year of Ascendancy at 03:54 see stats
By BONESTORM the Skeleton Sawbutcher level 22
6th Decay 122nd year of Ascendancy at 14:58 see stats
By BONESTORM the Skeleton Sawbutcher level 13
12nd Dusk 122nd year of Ascendancy at 02:56 see stats
By BONESTORM the Skeleton Sawbutcher level 24
18th Regrowth 123rd year of Ascendancy at 16:54 see stats
By BONESTORM the Skeleton Sawbutcher level 24
18th Regrowth 123rd year of Ascendancy at 16:53 see stats
Log
Talent Bloodstream is ready to use.
Talent Spinal Break is ready to use.
Acid Splash from Weirdling Beast hits BONESTORM for 22 acid damage.
Weirdling Beast uses Mind Sear.
BONESTORM resists the mind attack!
Weirdling Beast hits BONESTORM for 68 mind damage.
Decrepitude Disease from BONESTORM hits Weirdling Beast for 10 blight damage.
Burning from BONESTORM hits Weirdling Beast for 6 fire damage.
--------------------------------
Weirdling Beast starts to bleed.
Weirdling Beast's spell attains critical power!
BONESTORM misses Weirdling Beast.
Weirdling Beast hits BONESTORM for 10 physical damage.
BONESTORM hits Weirdling Beast for 151 physical, 7 mind, 22 arcane, 18 fire (198 total damage).
Acid Splash from Weirdling Beast hits BONESTORM for 33 acid damage.
Weirdling Beast casts Soul Rot.
Weirdling Beast's Soul Rot hits BONESTORM for 212 blight damage.
Decrepitude Disease from BONESTORM hits Weirdling Beast for 10 blight damage.
Burning from BONESTORM hits Weirdling Beast for 9 fire damage.
Bleeding from BONESTORM hits Weirdling Beast for 15 physical damage.
--------------------------------
To The Arms is still on cooldown for 2 turns.
BONESTORM uses Spinal Break.
BONESTORM misses Weirdling Beast.
BONESTORM misses Weirdling Beast.
Acid Splash from Weirdling Beast hits BONESTORM for 33 acid damage.
Weirdling Beast uses Mind Sear.
Saving game...