











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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. 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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. Savefile Notes 1.3.0Allows you to add notes to a savefile that will be displayed in the Load Game dialog. Savefile notes can be set via the "Change Savefile Note" action on the main game menu, and also optionally via automatic prompt when you save and exit a game. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! 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 Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 15 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted spitting spider at level 15 on the 10th Dearth 122nd year of Ascendancy at 14:44 / 1 |
Primary Stats
| Strength | 50 (base 41) |
| Dexterity | 10 (base 10) |
| Constitution | 21 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 46 (base 32) |
Resources
| Life | -155/411 |
| Steam | 100/100 |
| Healing Factor | 1.380387434555 |
| Regeneration | 3.7960654450263 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 42 |
| Crit Chance | 19% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 42 |
| Crit Chance | 19% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| Acid | +4% |
| Light | +10% |
| Nature | +12% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 71.710608863219 (88.452380952381%) |
| Defense | 29 |
| Ranged Defense | 38 |
| Fatigue | 22 |
| Physical Save | 26 |
| Spell Save | 9 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 6%( 70%) |
| Physical | + 11%( 70%) |
| Lightning | + 3%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 18% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 65% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 83%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Grinding Shield |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| beneficial effect | The target's skin reacts to damage, granting 17 armour. Stoneskin |
| detrimental effect | The target is doomed to madness. All talent cooldowns are increased by 27%. Prophecy of Madness |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is poisoned, taking 41.05 nature damage per turn. Poison |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 32%. Nihil |
| detrimental effect | The target is being driven mad by the void, taking 22.76 darkness damage per turn and reducing all powers by 16. Dark Whispers |
| 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 |
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 physical save by +4. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one 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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat 'Polawen' (1 def, 6 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% physical Acc +2 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | corrosive iron gauntlets of dexterity (+2) (0 def, 1 armour) 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +6% acid Disarm- +60% ---------- misc Talents +1 Iron Grip Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
| On fingers | solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 99% 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. |
| Around neck | gold amulet 'Offalmire'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% nature ----- def ----- Resists +16% fire +10% cold ---------- misc Telepathy Dragon Amulets can have magical properties. |
| In main hand | iron steamsaw 'Nudig' (11-16.5 power, 4 apr) 3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +4 Crit +5.5% Atk.spd 100% Block +14 Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% lightning +3% fire +12% nature +3% darkness Disarm- +5% ---------- 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! |
| Around waist | Zeryrig the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +5% acid ----- def ----- Armour +6 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Resists +2% physical HP.reg +0.90 Heal.mod +17% A belt that goes around your waist. |
| In off hand | iron steamsaw 'Gladawyn' (12-18 power, 4 apr) 3.0 T1 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +4 Crit +5.5% Atk.spd 100% Block +12 On Hit: * 11 arcane resource burn Uses 1.0 Steam While equipped: Stats +1 Con ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +4% Resists +5% arcane +6% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Wrap of Stone (0 def, 10 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 20/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 25.39 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | iron mail armour 'Sepsisgash' (5 def, 10 armour)14.0 T1 heavy armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +10 Defense +5 (+3 eff.) Rng.Def +3 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +10 (+5 eff.) HP.reg +0.40 A suit of armour made of mail. |
Inventory
steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 10; dur 14; see animal)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 39 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 20) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any animal around. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rotripper the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% nature ----- def ----- Resists +12% fire +13% mind +6% nature Confus- +28% Amulets can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +20% ---------- misc Max.enc +20 Infravis +3 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
surging ash starstaff of projection (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+4 eff.) S.pwr/crit +3 Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 10.76 to 12.91 physical damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
chilling iron battleaxe (16.5-24.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 cold Massive two-handed battleaxes. |
steel battleaxe of erosion (23-34.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +10 temporal Massive two-handed battleaxes. |
steel battleaxe of phasing (21-31.5 power, 9 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +9 Crit +5.0% Atk.spd 100% Phasing +17% Massive two-handed battleaxes. |
balanced iron steamsaw of resilience (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +0 Crit +1.5% Atk.spd 100% Block +9 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +8 (+4 eff.) Fatigue +4% Max.HP +44.00 Disarm- +21% ---------- 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! |
iron steamsaw (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +0 Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- 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! |
iron steamsaw of cold resistance (+15%) (11.5-17.25 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Master/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +0 Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +15% cold ---------- 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! |
mighty cured leather sling of cold4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +5 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% cold Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows 'Dagantir' (13/13, 18-25.2 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Random Unique] Master/Psionic Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +12 Apr +7 Crit +1.5% Capacity 13 Ranged+ +9 bleed +4 mind On Hit: * Slows global speed by 40% * 40 arcane resource burn * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 11 bleeding, 45% reduced healing Arrows are used with bows to pierce your foes to death. |
spiked iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +6 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather hat 'Kheliderab' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Mind.crit +1% Dmg.mod +18% mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.12 Hate/m.crit +4.00 A hat made of leather. Very stylish. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
2 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. |
2 aquamarine0.0 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flowervile the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind Res.pen +20% nature +5% mind ----- def ----- Resists +6% nature Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +7 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 126] simple healing salve [power 126]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 126 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
quick yew totem of thorny skin [power 31] (13 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Levan the Dwarf Sawbutcher level 10
28th Profit 122nd year of Ascendancy at 12:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Levan the Dwarf Sawbutcher level 10
22nd Profit 122nd year of Ascendancy at 11:15 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Levan the Dwarf Sawbutcher level 6
1st Acquisition 122nd year of Ascendancy at 12:16 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Levan the Dwarf Sawbutcher level 8
11st Profit 122nd year of Ascendancy at 19:23 see stats
Log
Dark Whispers from Corrupted spitting spider hits Levan for 22 darkness damage.
Levan receives 174 healing.
Rogue uses Switch Place.
Rogue misses Levan.
Rogue tries to evade attacks.
Levan deflects the projectile from Something to the north!
Levan instinctively hardens her skin and ignores the attack!
Levan repels an attack from Thief.
Levan shrugs off the effect 'Deadly Poison'!
Poison from Corrupted spitting spider hits Levan for 42 nature damage.
Corrupted spitting spider's Netherblast hits Levan for 77 temporal, 41 darkness (118 total damage).
Dark Whispers from Corrupted spitting spider hits Levan for 19 darkness damage.
Thief hits Levan for 1 physical damage.
Levan instinctively hardens her skin and ignores the attack!
Levan repels an attack from Rogue.
Rogue misses Levan.
Corrupted spitting spider's Reality Fracture hits Levan for 10 temporal, 6 darkness (15 total damage).
Thief misses Levan.
Levan instinctively hardens her skin and ignores the attack!
Levan repels an attack from Thief.
Poison from Corrupted spitting spider hits Levan for 0 nature damage.
Dark Whispers from Corrupted spitting spider hits Levan for 20 darkness damage.
Levan is pinned to the ground.
Corrupted spitting spider's Reality Fracture hits Levan for 6 temporal, 8 darkness (14 total damage).
Rogue misses Levan.
Rogue hits Levan for 1 physical damage.
Saving game...























































































