













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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 1.7.4Official 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 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Embers of Rage 1.7.4Official 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:
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 ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Female |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 16 / 24% |
| Size | big |
| Lifes / Deaths | Killed by Bethoma the giant black ant at level 16 on the 2nd Flare 122nd year of Ascendancy at 00:57 / 1 |
Primary Stats
| Strength | 77 (base 41) |
| Dexterity | 26 (base 10) |
| Constitution | 33 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 36 (base 32) |
Resources
| Life | -125/480 |
| Equilibrium | 0 |
| Steam | 9/100 |
| Healing Factor | 1.4493537049387 |
| Regeneration | 8.1127214778757 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 31 |
| Crit Chance | 9% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 31 |
| Crit Chance | 10% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Light | +11% |
| Mind | +9% |
| Blight | +8% |
| Arcane | +15% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 13 |
| Physical Save | 32 |
| Spell Save | 13 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 21%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 21%( 70%) |
| Nature | + 27%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 37%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (3/4)
| 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 / Battlefield management | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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 warg claw. * You've found the needed honey tree root. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Aryvena the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +3% blight +6% mind Res.pen +10% mind ----- def ----- Armour +3 Fatigue +2% Mind.save +9 (+4 eff.) HP.reg +2.00 Heal.mod +11% ---------- 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 | survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 See.Stealth +6 See.Invis +5 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 | Isluwyn (5 def, 7 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +7 Defense +5 (+3 eff.) Fatigue +1% Resists +7% cold ---------- misc Max.stam +20.00 Breathe water A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| 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 | warrior's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +4 Resists +22% light Rings make your fingers look great! |
| Around neck | warrior's copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | flaming iron steamsaw (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Nature/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 2 fire ----- 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! |
| Around waist | Polarewen1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Armour +2 Resists +6% lightning +6% temporal +3% nature Spell.save +3 (+3 eff.) Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
| In off hand | flaming steel steamsaw of cold resistance (+18%) (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 On Hit.r1 +6 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +18% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Kindletickler (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +3% mind +6% fire Res.pen +15% mind Melee Ret 4 light ----- def ----- Defense +1 (+1 eff.) Resists +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+8 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
regeneration infusion of the titan (heal 172; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Magnetic Shell0.1 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: Mental Stimulator0.1 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: Razor Edge0.1 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. |
gold amulet 'Yvabrenne'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +6 Dex +3 Mag dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Crit.chn- 5.00% Amulets make your neck look great! |
steel battleaxe (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 21.5 - 32.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel greatsword 'Charbearer' (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex dps ---------- Phys.crit +16.0% Phys.pwr +10 (+3 eff.) Res.pen +20% fire Acc +10 (+5 eff.) Apr +2 Massive two-handed swords. |
steel mace (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
arcing steel waraxe of massacre (20-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage One-handed war axes. |
Emytira the Tidetide (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% Melee+ +14 darkness Against +10% Living On Crit.r2 +8 cold While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% physical +9% cold ----- def ----- Defense +15 (+8 eff.) Phys.save +3 (+1 eff.) One-handed war axes. |
iron steamsaw (10-16 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 chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 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 (12-17 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced steel steamsaw of massacre (20-29 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +3 Defense +11 (+6 eff.) Fatigue +6% Disarm- +22% ---------- 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! |
steel steamsaw (14-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mighty cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. |
deadly pouch of steel shots of erosion (18/18, 26-32 power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +7 nature Shots are used with slings to pummel your foes to death. |
impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable iron mail armour of lightning resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [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. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% 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. |
stabilizing iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
2 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. |
2 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. |
2 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
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 122] simple healing salve [power 122]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 122 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. |
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. |
powerful elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zemtrachea the Skeleton Sawbutcher level 10
7th Mirth 122nd year of Ascendancy at 16:00 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Zemtrachea the Skeleton Sawbutcher level 9
6th Mirth 122nd year of Ascendancy at 03:19 see stats
Log
Melee retaliation hits Bethoma the giant black ant for (1 to psi shield), 1 fire, (2 to psi shield), 2 light, 9 blight (12 total damage).
Bethoma the giant black ant hits Zemtrachea for 37 physical, 5 healing, 10 physical (47 total damage) [5 healing].
Cyrinne the giant black ant shrugs off the effect 'Disarmed'!
Talent Block is ready to use.
Zemtrachea uses To The Arms.
Zemtrachea hits Cyrinne the giant black ant for (8 flat reduction), 129 physical (129 total damage).
Bethoma the giant black ant's Beyond the Flesh performs a melee critical strike against Zemtrachea!
Zemtrachea killed Cyrinne the giant black ant!
Melee retaliation hits Bethoma the giant black ant for (1 to psi shield), 1 fire, (2 to psi shield), 2 light, 9 blight, (1 to psi shield), 1 fire, (2 to psi shield), 2 light, 9 blight (25 total damage).
Bethoma the giant black ant hits Zemtrachea for 31 physical, 5 healing, 10 physical (41 total damage) [5 healing].
Bethoma the giant black ant's Beyond the Flesh hits Zemtrachea for 54 physical, 5 healing, 10 physical (64 total damage) [5 healing].
Zemtrachea speeds up.
Melee retaliation hits Bethoma the giant black ant for (1 to psi shield), 1 fire, (2 to psi shield), 2 light, 9 blight (12 total damage).
Bethoma the giant black ant hits Zemtrachea for 33 physical, 5 healing, 10 physical (43 total damage) [5 healing].
Bethoma the giant black ant's Beyond the Flesh performs a melee critical strike against Zemtrachea!
Melee retaliation hits Bethoma the giant black ant for (1 to psi shield), 1 fire, (2 to psi shield), 2 light, 9 blight (12 total damage).
Bethoma the giant black ant's Beyond the Flesh hits Zemtrachea for 56 physical, 5 healing, 10 physical (66 total damage) [5 healing].
Zemtrachea uses Bloodstream.
Bethoma the giant black ant starts to bleed.
Zemtrachea hits Bethoma the giant black ant for (28 to psi shield), 43 physical, (2 to psi shield), 3 fire, (16 to psi shield), 24 physical, (2 to psi shield), 3 fire, (2 to psi shield), 4 fire (76 total damage).
Zemtrachea's fiery vapour area effect hits Bethoma the giant black ant for (11 to psi shield), 17 fire (17 total damage).
Melee retaliation hits Bethoma the giant black ant for (1 to psi shield), 1 fire, (2 to psi shield), 2 light, 9 blight (12 total damage).
Bethoma the giant black ant hits Zemtrachea for 25 physical, 5 healing, 10 physical (35 total damage) [5 healing].
Bethoma the giant black ant's Beyond the Flesh performs a melee critical strike against Zemtrachea!
Bleeding from Zemtrachea hits Bethoma the giant black ant for (4 to psi shield), 7 physical (7 total damage).
Melee retaliation hits Bethoma the giant black ant for (1 to psi shield), 1 fire, (2 to psi shield), 2 light, 9 blight (12 total damage).
Bethoma the giant black ant's Beyond the Flesh hits Zemtrachea for 54 physical damage.
Zemtrachea the level 16 skeleton sawbutcher was ground to death by Bethoma the giant black ant on level 1 of The Maze.

















































































