


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Embers of Rage 1.7.4Official Expansion!Forbidden Cults 1.7.4Official 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 | Male |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 24 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by archlich at level 24 on the 29th Haze 122nd year of Ascendancy at 17:08 / 2Killed by archlich at level 24 on the 29th Haze 122nd year of Ascendancy at 17:11 |
Primary Stats
| Strength | 80 (base 54) |
| Dexterity | 10 (base 10) |
| Constitution | 35 (base 11) |
| Magic | 17 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 55 (base 49) |
Resources
| Life | -31/659 |
| Steam | 100/100 |
| Healing Factor | 1.4620902589418 |
| Regeneration | 14.617211162899 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 37.880545025042 |
| See Invisible | 46.880545025042 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 38 |
| Crit Chance | 24% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 38 |
| Crit Chance | 24% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Cold | +15% |
| Blight | +5% |
| Physical | +9% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Fire | +25% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 52.08934837382 (81.151787968034%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 40 |
| Physical Save | 41 |
| Spell Save | 14 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Physical | + 36%( 70%) |
| Cold | + 54%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Confusion Resistance | 10% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 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 153% efficiency and cooldown mod of 50%. 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 132% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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: * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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! | 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 within | active |
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 | scholar's pair of iron boots of speed (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% ---------- misc Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Morningmoon the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil +4 Mag ----- def ----- Defense +15 (+8 eff.) Phys.save +6 (+2 eff.) Heal.mod +11% ---------- misc Max.stam +10.00 Light +4 See.Invis +9 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 | Stormedge (1 def, 4 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +9% physical Res.pen +5% physical Acc +19 (+6 eff.) ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +15% acid +9% lightning Phys.save +18 (+6 eff.) ---------- misc Light +5 A pointy cloth hat, very wizardly... |
| On hands | restful iron gauntlets of strength (+3) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Talents +3 Project Saw Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | solipsist's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 11.43 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | Heatbright0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +6% fire Res.pen +25% fire ----- def ----- Resists +6% fire +10% temporal Pinning- +20% Knockbk- +29% Amulets make your neck look great! |
| In main hand | Hanagogar the steel steamsaw (108% power, 0 apr) 3.0 T2 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 On Hit: * splashes acid on your target dealing 54 damage and reducing their armor On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.crit +6.0% Mind.crit +1% Crit.mult +10.00% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% physical +16% 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! |
| Around waist | rough leather belt 'Leledig'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% ----- def ----- Max.HP +31.00 ---------- misc Max.hate +4.00 Max.psi +10.00 A belt that goes around your waist. |
| In off hand | dwarven-steel steamsaw 'Bethalaith' (65% power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 On Hit: * 25% chance to slow global speed by 48% * splashes acid on your target dealing 54 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% acid +3% light +6% lightning ---------- 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 | linen cloak 'Hazewell' (1 def, 5 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Mag +1 Cun +1 Con dps ---------- Res.pen +15% cold ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +15% nature +25% cold Crit.chn- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating steel plate armour of Eyal (0 def, 21 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: dps ---------- Melee Ret 30 physical ----- def ----- Armour +21 Fatigue +23% Max.HP +25.00 HP.reg +4.40 Heal.mod +11% ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 66; cd 12)0.1 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 66 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -288; dur 6; cd 26)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -288 life. The duration and life will increase by 1% for every 1% life you have lost (currently 590 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 255; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 255 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 153; dur 5; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 153 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
insulating steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% fire +14% cold Amulets make your neck look great! |
wanderer's steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str +3 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
titan's gold ring of corrosion (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +6 (+2 eff.) Rings make your fingers look great! |
elemental dwarven-steel greatsword (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +14% lightning Res.pen +12% lightning Massive two-handed swords. |
yew longbow 'Ivath'4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +12 mind While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% mind Res.pen +10% mind Acc +11 (+4 eff.) Melee Ret 4 mind ----- def ----- Resists +15% blight Disease- +20% Longbows are used to shoot arrows at your foes. |
Kindlerace (101% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 fire On Crit.r2 +16 nature +8 fire While equipped: Stats +4 Str +3 Dex +4 Mag +5 Wil +4 Cun +4 Con dps ---------- Dmg.mod +3% nature +3% fire Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 48% Sharp, long, and deadly. |
caller's thorny mindstar (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% acid +7% fire +7% cold +8% physical Res.pen +5% acid +4% fire +2% cold +3% physical ----- def ----- Heal/summ +27 ---------- misc Max.summ +1 Talents +1 Attune Mindstar 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. |
ethereal ash starstaff (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +15% temporal Phasing +15% ----- def ----- Defense +14 (+7 eff.) Shield.pwr +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galewedge the dwarven-steel steamsaw (117% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Melee+ +12 lightning On Hit: * 10% chance to reduce armor by 15% * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: Stats +7 Cun +3 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! |
Malekhad (120% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% acid +3% mind Melee Ret 2 acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +18% blight +12% temporal +13% nature ---------- 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! |
Sewerzephyr, the dwarven-steel steamsaw (123% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Melee+ +12 nature On Hit.r1 +16 nature On Hit: * 20% chance to reduce all saves and defense by 22 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +18% light Melee Ret 4 nature ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +21% fire ---------- 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! |
Belorak the Blazedeath (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +5 (+2 eff.) Dmg.mod +6% acid Res.pen +25% lightning +10% acid On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +12% temporal One-handed war axes. |
Blindwolf the steel waraxe (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +15% darkness +15% mind ----- def ----- Resists +18% darkness One-handed war axes. |
steel waraxe 'Quenchwither' (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Str +6 Dex +7 Wil +7 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Res.pen +10% cold ----- def ----- Max.HP +37.00 One-handed war axes. |
nightruned hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +7 (+3 eff.) A belt that goes around your waist. |
Nimbusumbra (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% lightning Res.pen +5% blight Acc +4 (+1 eff.) Apr +4 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Defense +1 (+1 eff.) Resists +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shimmerraze the pair of hardened leather boots (15 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +15 (+8 eff.) Resists +9% lightning +12% temporal +5% arcane Blind- +20% ---------- misc Stam/turn +0.90 Max.stam +24.00 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Serpentmaim the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Melee+ 7 fire Dmg.mod +15% nature +5% fire ----- def ----- Armour +2 Resists +3% mind +7% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aryta the Searraze (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane Melee Ret 8 arcane 6 fire ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +4% Resists +6% acid +15% fire +4% all Phys.save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Floewake (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +25% mind +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +7 Fatigue +4% Crit.chn- 10.00% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Icespawn the hardened leather hat (0 def, 5 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% Dmg.mod +6% physical ----- def ----- Armour +5 Fatigue +3% Resists +3% temporal +3% physical +12% cold Phys.save +9 (+3 eff.) A hat made of leather. Very stylish. |
grounding hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal A cap made of leather. |
iron helm 'Tundrarigor' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +5 Fatigue +5% HP.reg +2.00 Disease- +10% Cut- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic steel mail armour of thunder (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Str +4 Mag +3 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +10 (+3 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +11 (+6 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% lightning +11% light +11% darkness A suit of armour made of mail. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Hettudor the quiver of ash arrows (14/14, 125% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Rare] Arcane Power 126% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 14 Phasing +30% Ranged+ +20 blight +8 arcane On Hit.r1 +8 arcane On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
7 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. |
103 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
14 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
Cracklebreacher the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% lightning +3% temporal +6% nature Melee Ret 4 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +13% nature +3% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
9 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. |
nightwalker's brass lantern of the zealot2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +6 (+6 eff.) ---------- misc Light +3 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. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
simple frost salve [power 18] simple frost salve [power 18]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 217] simple healing salve [power 217]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 153% efficiency and 50% cooldown modifier. Heal 217 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
pouch of dwarven-steel shots of paradox (22/22, 139% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +8 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
11 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. |
quartz0.0 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. |
7 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Deneela the Cornac Sawbutcher level 19
18th Dusk 122nd year of Ascendancy at 21:02 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Deneela the Cornac Sawbutcher level 21
25th Haze 122nd year of Ascendancy at 04:36 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Deneela the Cornac Sawbutcher level 10
1st Mirth 122nd year of Ascendancy at 19:53 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Deneela the Cornac Sawbutcher level 20
30th Dusk 122nd year of Ascendancy at 06:42 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Deneela the Cornac Sawbutcher level 21
72nd Dusk 122nd year of Ascendancy at 09:50 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Deneela the Cornac Sawbutcher level 7
78th Pyre 122nd year of Ascendancy at 12:55 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Deneela the Cornac Sawbutcher level 16
15th Dusk 122nd year of Ascendancy at 23:56 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Deneela the Cornac Sawbutcher level 24
29th Haze 122nd year of Ascendancy at 17:08 see stats
Log
Shadow is corroded.
Deneela hits Shadow for 123 physical, 60 acid (183 total damage).
Deneela activates Overheat Saws.
Archlich's creeping dark strikes Deneela in the darkness (+68% damage).
Bleeding from Deneela hits Shadow for 14 physical damage.
Melee retaliation hits Shadow for 10 blight, 33 physical (43 total damage).
Shadow hits Deneela for 22 physical, 6 healing (22 total damage) [6 healing].
Archlich's creeping dark hits Deneela for 58 darkness damage.
Archlich's creeping dark hits Deneela for 35 darkness damage.
Saving done.
Deneela performs a melee critical strike against Shadow!
Shadow casts Fade.
Shadow fades!
Deneela misses Shadow.
Deneela hits Shadow for 0 physical, 0 fire, 0 acid (0 total damage).
Shadow slows down.
Shadow casts Shadow Flames.
Shadow hits Deneela for 113 fire damage.
Deneela slows down.
Something strikes Shadow in the darkness (+68% damage).
Something hits Deneela for 370 darkness damage.
Something hits Shadow for 0 darkness damage.
The dark tendrils lash at Deneela.
Deneela is pinned to the ground.
Archlich's creeping dark strikes Deneela in the darkness (+68% damage).
Bleeding from Deneela hits Shadow for 0 physical damage.
Archlich's creeping dark hits Deneela for 71 darkness damage.
Archlich's creeping dark hits Deneela for 42 darkness damage.
Deneela the level 24 cornac sawbutcher was shadowed to death by an archlich on level 1 of Ruined Dungeon.












































































































