















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. verbose 1.5.5This addon inserts much more information in the log about damage reduction. 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 6 / 34% |
| Size | small |
| Lifes / Deaths | Killed by blade horror at level 6 on the 4th Flare 122nd year of Ascendancy at 12:06 / 1 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 26 (base 23) |
| Constitution | 14 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 25 (base 20) |
Resources
| Life | -7/249 |
| Steam | 94/100 |
| Healing Factor | 1.0326086956522 |
| Regeneration | 0.25815217391304 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +59.593600203598% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 21 |
| Crit Chance | 41% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 21 |
| Crit Chance | 41% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +16% |
Defense: Base
| Armour (hardiness) | 10 (57.811550151976%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 26 |
| Mental Save | 29 |
Defense: Resistances
| Fire | + 38%( 70%) |
| Physical | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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%. |
| 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 / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| beneficial effect | The target's luck and cunning combine to grant it 25% higher critical chance and 25 saves. Halflings's Luck |
| detrimental effect | Reduces global action speed by 18%. Slow |
| beneficial effect | The target is moving while shooting, and will reload 5 ammo when finished strafing. Strafing |
| detrimental effect | Huge cut that bleeds, doing 11.23 physical damage per turn. Bleeding |
| detrimental effect | Slowed by 50% and taking 47 crushing damage per turn. Imploding (slow) |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
Quests
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | [vs. Bregaduyon (0 def, 1 armour) =+2 Con= (On feet)]Bregaduyon (0 def, 1 armour) =+2 Con= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Con Changes resistances: +3%(-) physical Physical save: +6 (+3 eff.) (-) Stamina each turn: +0.40 (-) Maximum life: +10.00 (-) Maximum stamina: +13.00 (-) A pair of boots made of leather. |
| Quiver | [vs. hateful pouch of steel shots of crippling (18/20, 117% power, 2 apr) (Quiver)]hateful pouch of steel shots of crippling (18/20, 117% power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 117% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +10.5% (-) Capacity: 20 (-) On weapon crit: * cripple the target Damage (Ranged): +12(-) darkness Damage against: +6% (-)Living Shots are used with slings to pummel your foes to death. |
| Light source | [vs. scorching brass lantern (Light source)]scorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13(-) fire Changes resistances: +6%(-) fire Light radius: +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. |
| On head | [vs. rough leather cap of strength (+3) (0 def, 1 armour) =+3 STR= (On head)]rough leather cap of strength (+3) (0 def, 1 armour) =+3 STR= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Str A cap made of leather. |
| Tool | [vs. psionic dwarven-steel torque of mindblast [power 193] (3/6 cooldown) (Tool)]psionic dwarven-steel torque of mindblast [power 193] (3/6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 6 beam dealing 96.50 to 193.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. mule's copper ring of fire (+22%) (On fingers)]mule's copper ring of fire (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes resistances: +22%(-) fire Changes damage: +11%(-) fire Maximum encumbrance: +20 (-) Rings can have magical properties. |
| Around waist | [vs. blurring hardened leather belt of resilience (Around waist)]blurring hardened leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) (-) Stealth bonus: +10 (-) Maximum life: +36.00 (-) A belt that goes around your waist. |
| In main hand | [vs. iron steamgun (In main hand, 1 of 2)]iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-) Attack speed: 100% (-) Firing range: +6 (-) Travel speed: +600% (-) Attacks use: 2.0(-) Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Talents granted: +1.00(-) Flash Powder Mindpower: +2 (+1 eff.) (-) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 32.72 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| In off hand | [vs. iron steamgun (In main hand, 1 of 2)]iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-) Attack speed: 100% (-) Firing range: +6 (-) Travel speed: +600% (-) Attacks use: 2.0(-) Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak (1 def, 0 armour) (Cloak)]resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. rough leather armour (1 def, 6 armour) (Main armor)]rough leather armour (1 def, 6 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Damage when hit (Melee): 10(-) physical A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.grounding copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
[vs. iron steamgun (In main hand)]This item will automatically be transmogrified when you leave the level. iron greatmaul (119% power, 1 apr) Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 120% (+54%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-4) Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam Massive two-handed mauls. |
[vs. iron steamgun (In main hand)]This item will automatically be transmogrified when you leave the level. iron greatsword of erosion (114% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 114% (+48%) Range: 1.6x (+0.5x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-4) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Damage (Melee): +9 nature / +7 temporal Attacks use: 0.0(-2.0) Steam Massive two-handed swords. |
[vs. iron steamgun (In main hand)]This item will automatically be transmogrified when you leave the level. manaburning steel waraxe of massacre (119% power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 120% (+54%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-2) Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-6) On weapon hit: * 10 arcane resource burn (+10) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam One-handed war axes. |
[vs. iron steamgun (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. hateful steel dagger of massacre (115% power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 115% (+49%) Range: 1.3x (+0.2x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+1) Crit. chance: +5.0% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Damage (Melee): +4 darkness Damage against: +4% Living Attacks use: 0.0(-2.0) Steam Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. iron steamgun (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. gifted mossy mindstar (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (+9%) Range: 1.1x (+0.0x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+7) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Mindpower: +5 (+3 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. iron steamgun (In main hand)]This item will automatically be transmogrified when you leave the level. rough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-5) Attack speed: 125% (+25%) Firing range: +6 (-) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam Slings are used to hurl stones or metal shots at your foes. |
[vs. hateful pouch of steel shots of crippling (18/20, 117% power, 2 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. quiver of elm arrows (17/17, 109% power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% (-8%) Range: 1.4x (+0.2x) Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+3) Crit. chance: +1.0% (-9.5%) Capacity: 17 (-3) On weapon crit: - cripple the target Damage (Ranged): +0(-12) darkness Damage against: +0% (-6% )Living Arrows are used with bows to pierce your foes to death. |
[vs. rough leather armour (1 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +1 (+0 eff.) (-) Fatigue: +6% (-1%) Damage when hit (Melee): 0(-10) physical A suit of armour made of leather. |
[vs. rough leather armour (1 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. iron plate armour of cold resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+1) Defense: +3 (+1 eff.) (+2 (+1 eff.)) Fatigue: +20% (+13%) Damage when hit (Melee): 0(-10) physical Changes resistances: +15% cold A suit of armour made of metal plates. |
[vs. rough leather cap of strength (+3) (0 def, 1 armour) =+3 STR= (On head)]This item will automatically be transmogrified when you leave the level. miner's rough leather cap of dexterity (+3) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (+1) Fatigue: +1% (-) Changes stats: +0(-3) Str / +3 Dex Infravision radius: +1 A cap made of leather. |
[vs. rough leather cap of strength (+3) (0 def, 1 armour) =+3 STR= (On head)]This item will automatically be transmogrified when you leave the level. stabilizing rough leather cap of trickery (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-3) Str / +2 Dex / +2 Cun Physical save: +10 (+5 eff.) A cap made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 118, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
[vs. psionic dwarven-steel torque of mindblast [power 193] (3/6 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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
Log
Blade horror uses Knife Storm.
Quintessential Halfling hits Blade horror for 90 mind damage.
Blade horror uses Kinetic Leech.
Quintessential Halfling slows down.
Blade horror's physical bleed area effect hits Quintessential Halfling for (5 resist armour), 36 physical (36 total damage).
Kinetic Aura hits Quintessential Halfling for (5 resist armour), 10 physical (10 total damage).
Bleeding from Blade horror hits Quintessential Halfling for (5 resist armour), 0 physical (0 total damage).
--------------------------------
Quintessential Halfling strafes with her steamguns!
Quintessential Halfling's Strafe misses blade horror.
Quintessential Halfling's Strafe misses blade horror.
Blade horror's physical bleed area effect hits Quintessential Halfling for (5 resist armour), 36 physical (36 total damage).
Blade horror recovers sight.
Kinetic Aura hits Quintessential Halfling for (5 resist armour), 10 physical (10 total damage).
Bleeding from Blade horror hits Quintessential Halfling for (5 resist armour), 3 physical (3 total damage).
Blade horror misses Quintessential Halfling.
--------------------------------
Quintessential Halfling receives 121 healing.
Blade horror uses Implode.
Quintessential Halfling is being crushed.
Quintessential Halfling is bound by telekinetic forces!
Blade horror hits Quintessential Halfling for (5 resist armour), 41 physical (41 total damage).
Blade horror's physical bleed area effect hits Quintessential Halfling for (5 resist armour), 36 physical (36 total damage).
Bleeding from Blade horror hits Quintessential Halfling for (5 resist armour), 6 physical (6 total damage).
Imploding (slow) from Blade horror hits Quintessential Halfling for (5 resist armour), 41 physical (41 total damage).
Kinetic Aura hits Quintessential Halfling for (5 resist armour), 10 physical (10 total damage).
Blade horror uses Razor Knife.
Saving game...






































































