















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 | Thalore |
| Class | Sawbutcher |
| Level / Exp | 17 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Emyssra the worm that walks at level 17 on the 31st Haze 122nd year of Ascendancy at 16:10 / 1 |
Primary Stats
| Strength | 53.275120717748 (base 44) |
| Dexterity | 23 (base 10) |
| Constitution | 27 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 45 (base 38) |
Resources
| Life | -100/496 |
| Steam | 100/100 |
| Healing Factor | 0.35344162436548 |
| Regeneration | 0.51249035532995 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 38 |
| Crit Chance | 15% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 38 |
| Crit Chance | 15% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Nature | +6% |
| Fire | +10% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +5% |
| Arcane | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 49.08934837382 (81.030927835052%) |
| Defense | 33 |
| Ranged Defense | 39 |
| Fatigue | 33 |
| Physical Save | 31 |
| Spell Save | 37 |
| Mental Save | 34 |
Defense: Resistances
| Acid | -3%( 70%) |
| Arcane | -7%( 70%) |
| Cold | -1%( 70%) |
| All | -13%( 70%) |
| Lightning | + 8%( 70%) |
| Light | -6%( 70%) |
| Temporal | + 1%( 70%) |
| Darkness | + 12%( 70%) |
| Physical | -9%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Teleport Resistance | 5% |
| Pinning Resistance | 18% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 90% efficiency and cooldown mod of 52%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 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 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Grinding Shield |
| detrimental effect | The target is infected by a disease, reducing its strength by 14 and doing 19.75 blight damage per turn. Weakness Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 31.40 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 89.14 blight damage and spawn a carrion worm mass. |
| detrimental effect | The target is infected by a disease, doing 42.17 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
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. | active |
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 sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +1. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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. | 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: * '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.' * You've found the needed electric eel tail. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 length of troll intestine. * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within1 lumberjacks have died. | 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 | pair of dwarven-steel boots 'Betunor' (4 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Mag +1 Wil dps ---------- Crit.mult +15.00% Spell.pwr +2 (+1 eff.) Res.pen +10% blight ----- def ----- Armour +4 Defense +4 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +3% ---------- misc Mana/s.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Purewoe1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% nature ----- def ----- Resists +9% nature +6% light +3% all Spell.save +8 (+3 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather hat 'Zubynor' (9 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +4 Wil +2 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% Resists +3% darkness Crit.dmg- 15.00% Phys.save +9 (+5 eff.) Mind.save +8 (+4 eff.) Teleport- +5% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 186.32 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| 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 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 | sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +5 (+2 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Airzephyr'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% lightning Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% acid +9% darkness +3% lightning Spell.save +30 (+11 eff.) Rings can have magical properties. |
| Around neck | insulating copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% cold +12% fire Amulets can have magical properties. |
| In main hand | dwarven-steel steamsaw 'Kindleward' (21-31.5 power, 14 apr) 3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +53 On Hit.r1 +16 light +60 20% chance of physical repulsion Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% mind On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% temporal Mind.save +12 (+6 eff.) Heal/summ +20 ---------- misc Equi/ret +0.08 Max.hate +2.00 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 | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | flaming dwarven-steel steamsaw (22-33 power, 14 apr) 3.0 T3 steamsaw 1H weapon [Ego] Nature/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +50 On Hit.r1 +60 20% chance of physical repulsion Uses 1.0 Steam While equipped: dps ---------- Melee+ 5 fire Melee Ret 12 fire ----- 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! |
| Cloak | Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
| Main armor | Wilddash (3 def, 15 armour) 17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% arcane Melee Ret 12 nature 20 physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +15 Defense +3 (+2 eff.) Fatigue +21% Resists +16% lightning +5% arcane A suit of armour made of metal plates. |
Inventory
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 12 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. |
heat beam rune of the psychic (163 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 162.58 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
Armydunadar0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% acid +12% physical Res.pen +15% acid Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +12% physical Rings can have magical properties. |
surging yew magestaff of might (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+4 eff.) S.pwr/crit +3 Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful dwarven-steel mace (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Psionic Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 darkness Against +5% Living Blunt and deadly. |
Galeshaper (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 9.0 - 9.9 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +8 lightning While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +13.00% Mind.pwr +6 (+3 eff.) Dmg.mod +6% nature Res.pen +10% nature Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% nature 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 iron steamsaw of erosion (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 Crit +1.5% Atk.spd 100% Block +8 Melee+ +8 nature +5 temporal Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Defense +7 (+4 eff.) Fatigue +4% 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! |
iron steamsaw (11-16.5 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 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 (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 Crit +1.5% Atk.spd 100% Block +12 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 erosion (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Nature/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +13 Melee+ +6 nature +7 temporal 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 mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
spiked iron plate armour of temporal resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +15% temporal A suit of armour made of metal plates. |
Prismkarma1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +3% light On Hit (Melee): * 15% chance to blind ----- def ----- Max.HP +33.00 ---------- misc Light +3 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Wil +1 Mag ----- 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. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of tirelessness (0 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +19 (+6 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +26% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Unrikalthotir the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +6% fire +6% cold A hat made of leather. Very stylish. |
stabilizing rough leather hat of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A hat made of leather. Very stylish. |
stabilizing rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) A hat made of leather. Very stylish. |
Ivirimira the rough leather cap (3 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Apr +3 Melee Ret 12 physical ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +6% lightning +6% temporal HP.reg +0.20 A cap made of leather. |
Bugen the Boltgrit (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +3% acid ---------- misc Stam/ret +0.80 Equi/ret +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
7 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. |
4 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. |
8 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. |
5 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. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Cyrulaith the Kindlecutter2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Armour +4 Resists +6% blight +6% fire +3% light +3% lightning Blind- +10% ---------- 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
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 (71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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 129] simple healing salve [power 129]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 129 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple pain suppressor salve [power 109] simple pain suppressor salve [power 109]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -109 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. |
powerful pain suppressor salve [power 181] powerful pain suppressor salve [power 181]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -181 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jaina the Thalore Sawbutcher level 13
6th Haze 122nd year of Ascendancy at 14:36 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Jaina the Thalore Sawbutcher level 17
31st Haze 122nd year of Ascendancy at 09:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jaina the Thalore Sawbutcher level 10
2nd Flare 122nd year of Ascendancy at 00:10 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Jaina the Thalore Sawbutcher level 12
17th Dusk 122nd year of Ascendancy at 17:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jaina the Thalore Sawbutcher level 5
2nd Mirth 122nd year of Ascendancy at 14:54 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jaina the Thalore Sawbutcher level 16
30th Haze 122nd year of Ascendancy at 01:50 see stats
Log
Emyssra the worm that walks casts Worm Rot.
Jaina is afflicted by a terrible worm rot!
Worm Rot from Emyssra the worm that walks hits Jaina for 43 blight, 32 acid (75 total damage).
Emyssra the worm that walks casts Epidemic.
Jaina is afflicted by an epidemic!
Jaina hits Emyssra the worm that walks for 10 physical, 20 fire, 13 nature, 10 physical, 20 fire, 13 nature (84 total damage).
Emyssra the worm that walks hits Jaina for 28 blight, 3 blight, 5 cold (36 total damage).
Worm Rot from Emyssra the worm that walks hits Jaina for 32 blight, 24 acid (56 total damage).
Epidemic from Emyssra the worm that walks hits Jaina for 43 blight damage.
Jaina activates Saw Wheels.
Learnt new tinker schematic: Razor Edge
Emyssra the worm that walks casts Drain.
Jaina is recovering from the damage!
Worm Rot from Emyssra the worm that walks hits Jaina for 0 blight, 32 acid (32 total damage).
Epidemic from Emyssra the worm that walks hits Jaina for 57 blight damage.
The diseases of Emyssra the worm that walks spread!
Emyssra the worm that walks's Drain hits Jaina for 167 blight damage.
Jaina uses Wrath of the Woods.
Jaina radiates power.
Jaina deactivates Saw Wheels.
Jaina receives 41 healing.
Emyssra the worm that walks casts Diseased Tongue.
Jaina is afflicted by a weakness disease!
Jaina hits Emyssra the worm that walks for 11 physical, 22 fire, 14 nature (47 total damage).
Emyssra the worm that walks hits Jaina for 33 darkness damage.
Jaina's aura of power vanishes.
Saving game...




























































































