Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Dark Priest 1.4.8 Mesmer 1.2.5A magical class based on creating and shattering illusions. Orcnac Subrace 1.4.4Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Ashes of Urh'Rok 1.4.0Official Expansion!Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Lichform Limitbreak 1.4.5Modifies Lichform to account for unusually high talent levels. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Battlemage 1.2.3A battlemage class. Viking/warlock something something dualwielding elemental magician with Ragnarök and Manacalypse. Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Commando class 1.4.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Haunted class 1.1.5Haunted: an unarmed hate-based warrior Murder - Quoth the Raven 1.4.0Adds the Murder tree for necromancers, allowing them to conjure flocks of crows. Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Inferno Race Pack 1.4.0Adds a collection of my races. Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ghoul Buff 1.3.3Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.4.8Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Embers of Rage 1.4.4Official Expansion!Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Wights 1.0.4Adds Wights as playable undead race. Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Halfling |
| Class | Sawbutcher |
| Level / Exp | 37 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by giant venus flytrap at level 7 on the 2nd Mirth 122nd year of Ascendancy at 19:01 / 66Killed by Salygann the war bear at level 7 on the 3rd Mirth 122nd year of Ascendancy at 11:52 Killed by slumbering giant venus flytrap at level 8 on the 5th Mirth 122nd year of Ascendancy at 14:00 Killed by Gononzel the shalore at level 9 on the 5th Dusk 122nd year of Ascendancy at 14:37 Killed by Gononzel the shalore at level 9 on the 5th Dusk 122nd year of Ascendancy at 15:38 Killed by The Shade at level 11 on the 9th Dusk 122nd year of Ascendancy at 17:22 Killed by elven blood mage at level 12 on the 67th Dusk 122nd year of Ascendancy at 15:41 Killed by Xubressra the green jelly at level 13 on the 2nd Haze 122nd year of Ascendancy at 08:40 Killed by brecklorn at level 13 on the 3rd Haze 122nd year of Ascendancy at 08:18 Killed by thief at level 15 on the 15th Haze 122nd year of Ascendancy at 01:18 Killed by mountain troll thunderer at level 17 on the 18th Haze 122nd year of Ascendancy at 04:42 Killed by fire drake at level 18 on the 18th Haze 122nd year of Ascendancy at 11:27 Killed by patchwork troll at level 18 on the 18th Haze 122nd year of Ascendancy at 15:11 Killed by fire drake at level 18 on the 19th Haze 122nd year of Ascendancy at 03:04 Killed by Porunne the orc warrior at level 20 on the 77th Haze 122nd year of Ascendancy at 11:36 Killed by Yvildana the Guardian at level 20 on the 77th Haze 122nd year of Ascendancy at 23:28 Killed by skeleton warrior at level 20 on the 78th Haze 122nd year of Ascendancy at 02:01 Killed by Layerin the Guardian at level 20 on the 78th Haze 122nd year of Ascendancy at 06:32 Killed by luminous horror at level 21 on the 78th Haze 122nd year of Ascendancy at 11:13 Killed by Vorivea the Guardian at level 21 on the 78th Haze 122nd year of Ascendancy at 12:19 Killed by Vorivea the Guardian at level 21 on the 78th Haze 122nd year of Ascendancy at 12:30 Killed by Sagab the Bringer of Doom at level 21 on the 1st Regrowth 123rd year of Ascendancy at 00:08 Killed by Eilineth the armoured skeleton warrior at level 22 on the 12nd Regrowth 123rd year of Ascendancy at 11:47 Killed by greater telugoroth at level 24 on the 40th Regrowth 123rd year of Ascendancy at 08:24 Killed by dredge captain at level 24 on the 41st Regrowth 123rd year of Ascendancy at 05:58 Killed by elven cultist at level 25 on the 48th Regrowth 123rd year of Ascendancy at 19:44 Killed by Glorelle the elven blood mage at level 25 on the 49th Regrowth 123rd year of Ascendancy at 04:23 Killed by Glorelle the elven blood mage at level 25 on the 49th Regrowth 123rd year of Ascendancy at 05:09 Killed by elven blood mage at level 26 on the 54th Regrowth 123rd year of Ascendancy at 14:28 Killed by elven tempest at level 26 on the 54th Regrowth 123rd year of Ascendancy at 14:45 Killed by elven cultist at level 26 on the 54th Regrowth 123rd year of Ascendancy at 15:12 Killed by Emelyta the war bear at level 26 on the 69th Regrowth 123rd year of Ascendancy at 19:28 Killed by Silyna the cave bear at level 27 on the 69th Regrowth 123rd year of Ascendancy at 23:13 Killed by Bethawyn the brown bear at level 27 on the 71st Regrowth 123rd year of Ascendancy at 09:13 Killed by Bethawyn the brown bear at level 27 on the 71st Regrowth 123rd year of Ascendancy at 10:45 Killed by Poremita the grizzly bear at level 27 on the 71st Regrowth 123rd year of Ascendancy at 20:03 Killed by Poremita the grizzly bear at level 27 on the 71st Regrowth 123rd year of Ascendancy at 20:35 Killed by Poremita the grizzly bear at level 27 on the 71st Regrowth 123rd year of Ascendancy at 20:59 Killed by Xanadatta the war bear at level 27 on the 72nd Regrowth 123rd year of Ascendancy at 01:48 Killed by Borius, Avatar of Bearness at level 27 on the 72nd Regrowth 123rd year of Ascendancy at 10:31 Killed by Gloregath the war bear at level 27 on the 72nd Regrowth 123rd year of Ascendancy at 11:07 Killed by grave wight at level 28 on the 10th Pyre 123rd year of Ascendancy at 00:05 Killed by steel wyrm at level 28 on the 11st Pyre 123rd year of Ascendancy at 17:15 Killed by emperor wight at level 29 on the 13rd Pyre 123rd year of Ascendancy at 07:30 Killed by skeleton magus at level 29 on the 13rd Pyre 123rd year of Ascendancy at 17:27 Killed by dread at level 29 on the 13rd Pyre 123rd year of Ascendancy at 17:47 Killed by Poruta the forest wight at level 29 on the 14th Pyre 123rd year of Ascendancy at 20:49 Killed by emperor wight at level 30 on the 16th Pyre 123rd year of Ascendancy at 23:21 Killed by grave wight at level 30 on the 18th Pyre 123rd year of Ascendancy at 17:47 Killed by orc necromancer at level 30 on the 18th Pyre 123rd year of Ascendancy at 19:02 Killed by skeleton archer at level 30 on the 18th Pyre 123rd year of Ascendancy at 19:54 Killed by venom drake at level 31 on the 19th Pyre 123rd year of Ascendancy at 04:56 Killed by The Master at level 31 on the 19th Pyre 123rd year of Ascendancy at 12:05 Killed by saw horror at level 31 on the 20th Pyre 123rd year of Ascendancy at 05:12 Killed by ogre rune-spinner at level 33 on the 41st Pyre 123rd year of Ascendancy at 23:30 Killed by orc corruptor at level 34 on the 9th Flare 123rd year of Ascendancy at 21:28 Killed by orc necromancer at level 34 on the 10th Flare 123rd year of Ascendancy at 00:04 Killed by orc necromancer at level 34 on the 10th Flare 123rd year of Ascendancy at 00:37 Killed by xaren at level 34 on the 10th Flare 123rd year of Ascendancy at 01:24 Killed by orc blood mage at level 34 on the 10th Flare 123rd year of Ascendancy at 02:27 Killed by orc pyromancer at level 34 on the 10th Flare 123rd year of Ascendancy at 02:42 Killed by Arymita the orc necromancer at level 34 on the 10th Flare 123rd year of Ascendancy at 04:04 Killed by Yvyna the spitting spider at level 35 on the 1st Dusk 123rd year of Ascendancy at 20:57 Killed by naga myrmidon at level 36 on the 7th Dusk 123rd year of Ascendancy at 16:05 Killed by Slasul at level 36 on the 9th Dusk 123rd year of Ascendancy at 15:05 Killed by water imp at level 37 on the 10th Dusk 123rd year of Ascendancy at 07:03 |
Primary Stats
| Strength | 69 (base 60) |
| Dexterity | 27 (base 10) |
| Constitution | 60 (base 43) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 74 (base 50) |
Resources
| Life | 1181/1181 |
| Healing Factor | 1 |
| Regeneration | 9.95 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 4 |
| See Stealth | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 51 |
| Crit Chance | 34% |
| APR | 57 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 51 |
| Crit Chance | 35% |
| APR | 63 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.2 (93.924050632911%) |
| Defense | 36 |
| Ranged Defense | 38 |
| Fatigue | 47 |
| Physical Save | 44 |
| Spell Save | 28 |
| Mental Save | 42 |
Defense: Resistances
| All | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 30% |
| Fear Resistance | 30% |
| Poison Resistance | 50% |
| Silence Resistance | 45% |
| Bleed Resistance | 55% |
| Teleport Resistance | 100% |
| Disarm Resistance | 22% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.8 steam per turn. Can be activated for an instant burst of 39 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 194% efficiency and cooldown mod of 73%. 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 154% efficiency and cooldown mod of 67%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Steamtech / Butchery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Goresplosion |
| talent | Grinding Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost tinker from death by skeleton warrior. Escort: lost tinker (level 2 of Dreadfell) | failed |
You failed to protect the lost tinker from death by fire drake. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost tinker from death by steel drake hatchling. Escort: lost tinker (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost tinker from death by grave wight. Escort: lost tinker (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost tinker from death by brittle clear ooze. Escort: lost tinker (level 8 of Dreadfell) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 163. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * '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.' * You've found the needed xorn fragment. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You entered a temporal rift on level 3 of the Lost Dwarven Kingdom of Reknor and found yourself outside an underground city of dwarves. The Lost City of Vulcus (Lost Dwarven Kingdom of Reknor, level 3)While exploring the town, it came under siege. With your help, the City of Vulcus repelled the Orcish onslaught. 1 of 6 Dwarven artisans and 0 of 16 Dwarven combatants survived. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Slasul and killed Ukllmswwik. | done |
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 within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) blood-soaked pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Physical save: +9 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of the zealot bright alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Changes damage: +16% light Spell save: +8 (+4 eff.) Light radius: +10 See stealth: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +0 Cun / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Silence immunity: +40% A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets 'Erelykalthokan' (0 def, 2 armour) dwarven-steel gauntlets 'Erelykalthokan' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +2 Damage (Melee): 8 fire Damage when hit (Melee): 8 physical Changes stats: +3 Dex Changes resistances: +7% fire Changes damage: +6% fire Talent granted: +3 Spring Grapple Mental save: +3 (+1 eff.) Disarm immunity: +0% Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Yaech Tuning Crystal Yaech Tuning CrystalInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / misc ; tier 3 When wielded/worn: Damage (Melee): 5 mind attunement Damage (Ranged): 5 mind attunement Damage when hit (Melee): 5 mind attunement Changes resistances: +20% mind Confusion immunity: +30% Fear immunity: +30% Activating this item is instant. It can be used to activate talent Surreal Step (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 19 Travel Speed: instantaneous Is: a mind power Description: Travel via psychic link, immediately appearing at the side of any Attuned enemy. You are able to sense Attuned enemies in radius 19 (scales with Cunning). Wielded in the dim past by some Yaech lord, this crystal was made in an attempt to infiltrate the psionic gestalt of the Yeeks. It seems to be carved from a mindstar. |
| On fingers | Stokerock StokerockInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Damage when hit (Melee): 12 fire Changes stats: +8 Cun Changes resistances: +9% fire Changes resistances penetration: +10% fire Mindpower: +9 (+5 eff.) Rings can have magical properties. |
| On fingers | Xerevena the gold ring Xerevena the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes damage: +9% acid Cut immunity: +5% Disarm immunity: +22% Pinning immunity: +24% Stun/Freeze immunity: +10% Knockback immunity: +25% Maximum life: +26.00 Rings can have magical properties. |
| Around neck | stralite amulet 'Demonmortal' stralite amulet 'Demonmortal'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +3% cold Spell save: +6 (+3 eff.) Silence immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +10% Life regen: +3.70 Amulets can have magical properties. |
| In main hand | blazebringer's stralite steamsaw of erosion (30-45 power, 19 apr) blazebringer's stralite steamsaw of erosion (30-45 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +72 On weapon hit: * applies a stacking poison dealing 32 damage per turn Damage (Melee): +11 nature / +11 temporal Burst (radius 2) on crit: +10 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes resistances penetration: +10% fire Talent granted: +2 Block Global speed: +3% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | monstrous hardened leather belt of burglary monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +5 Dex / +5 Cun / +4 Con / +7 Lck Trap disarming bonus: +12 Stealth bonus: +5 Physical save: +5 (+2 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
| In off hand | plaguebringer's voratun steamsaw of torment (38.5-57.75 power, 25 apr) plaguebringer's voratun steamsaw of torment (38.5-57.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +100 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 11% chance to disease * 20% chance to torment the target * splashes acid on your target dealing 44 damage and reducing their armor Damage (Melee): +8 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances penetration: +6% mind / +8% darkness Talent granted: +3 Block Disease immunity: +11% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | murderer's cashmere cloak of battle (2 def, 0 armour) murderer's cashmere cloak of battle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +1 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour 'Arikira' (19 def, 23 armour) voratun plate armour 'Arikira' (19 def, 23 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +19 (+7 eff.) Fatigue: +26% Changes stats: +3 Str / +4 Wil / +4 Cun / +7 Con Changes resistances: +21% temporal Changes damage: +3% blight Mental save: +19 (+7 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Vim when firing critical spell: +2.00 Maximum life: +45.00 Maximum vim: +10.00 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 351 over 5 turns)regeneration infusion (heal 351 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Trident of the Tides (80-112 power, 20 apr)Trident of the Tides (80-112 power, 20 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+9 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 41.07. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
steel mace 'Abyssclamor' (13-18.2 power, 3 apr) steel mace 'Abyssclamor' (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 insidious poison / +13 mind When wielded/worn: Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 4 darkness / 8 fire Changes stats: +3 Cun / +3 Wil Changes resistances: +3% darkness / +18% fire Changes resistances penetration: +5% fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
This item will automatically be transmogrified when you leave the level. stargazer's cashmere robe of Angolwen (2 def, 0 armour)stargazer's cashmere robe of Angolwen (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +4 Wil / +4 Cun Changes damage: +10% light / +9% darkness Silence immunity: +25% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+6 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel plate armour of acid resistance (5 def, 11 armour)radiant dwarven-steel plate armour of acid resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +15% blight / +15% darkness / +22% acid Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. leafwalker's hardened leather hat of knowledge (0 def, 3 armour)leafwalker's hardened leather hat of knowledge (0 def, 3 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +4 Wil Changes resistances: +7% nature Spell save: +6 (+3 eff.) Maximum life: +58.00 Mindpower: +4 (+2 eff.) Healing mod.: +17% A hat made of leather. Very stylish. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor 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. |
dwarven steel mental stimulator dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 35] powerful frost salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 194% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (35% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 419] powerful healing salve [power 419]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 194% efficiency and 73% cooldown modifier. It can be used to heal 419, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 35] powerful water salve [power 35]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 194% efficiency and 73% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (35% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Malygund the dwarven-steel pickaxe (dig speed 13 turns) Malygund the dwarven-steel pickaxe (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +2 Wil Changes resistances: +3% nature Changes resistances penetration: +10% mind Maximum life: +20.00 Maximum stamina: +15.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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) 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
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Kyfa the Halfling Sawbutcher level 33
62nd Pyre 123rd year of Ascendancy at 18:22 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kyfa the Halfling Sawbutcher level 20
23rd Haze 122nd year of Ascendancy at 23:54 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Kyfa the Halfling Sawbutcher level 32
20th Pyre 123rd year of Ascendancy at 22:10 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Kyfa the Halfling Sawbutcher level 21
1st Regrowth 123rd year of Ascendancy at 00:21 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Kyfa the Halfling Sawbutcher level 27
72nd Regrowth 123rd year of Ascendancy at 10:56 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Kyfa the Halfling Sawbutcher level 23
20th Regrowth 123rd year of Ascendancy at 11:01 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Kyfa the Halfling Sawbutcher level 35
1st Dusk 123rd year of Ascendancy at 13:54 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Kyfa the Halfling Sawbutcher level 25
42nd Regrowth 123rd year of Ascendancy at 07:40 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Kyfa the Halfling Sawbutcher level 15
15th Haze 122nd year of Ascendancy at 06:54 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Kyfa the Halfling Sawbutcher level 37
10th Dusk 123rd year of Ascendancy at 07:27 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kyfa the Halfling Sawbutcher level 20
23rd Haze 122nd year of Ascendancy at 20:36 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Kyfa the Halfling Sawbutcher level 10
6th Dusk 122nd year of Ascendancy at 12:51 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Kyfa the Halfling Sawbutcher level 20
22nd Haze 122nd year of Ascendancy at 13:19 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Kyfa the Halfling Sawbutcher level 30
15th Pyre 123rd year of Ascendancy at 19:38 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Kyfa the Halfling Sawbutcher level 27
73rd Regrowth 123rd year of Ascendancy at 07:09 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Kyfa the Halfling Sawbutcher level 33
44th Pyre 123rd year of Ascendancy at 15:32 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Kyfa the Halfling Sawbutcher level 35
1st Dusk 123rd year of Ascendancy at 16:25 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Kyfa the Halfling Sawbutcher level 20
23rd Haze 122nd year of Ascendancy at 23:54 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Kyfa the Halfling Sawbutcher level 15
15th Haze 122nd year of Ascendancy at 01:11 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Kyfa the Halfling Sawbutcher level 6
77th Pyre 122nd year of Ascendancy at 20:43 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Kyfa the Halfling Sawbutcher level 20
23rd Haze 122nd year of Ascendancy at 23:54 see stats
The Old Ones (Exploration mode)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Kyfa the Halfling Sawbutcher level 36
9th Dusk 123rd year of Ascendancy at 10:08 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Kyfa the Halfling Sawbutcher level 9
4th Dusk 122nd year of Ascendancy at 03:38 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Kyfa the Halfling Sawbutcher level 22
12nd Regrowth 123rd year of Ascendancy at 00:20 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Kyfa the Halfling Sawbutcher level 16
15th Haze 122nd year of Ascendancy at 16:35 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Kyfa the Halfling Sawbutcher level 31
19th Pyre 123rd year of Ascendancy at 12:34 see stats
Log
Water imp is weakened by the darkness!
Tempest of Metal performs a melee critical strike against Water imp!
Kyfa deactivates Saw Wheels.
Kyfa performs a melee critical strike against Water imp!
Kyfa hits Water imp for 63 physical, 67 fire, 5 mind, 10 fire, , 72 physical (217 total damage).
Tempest of Metal hits Water imp for 30 physical, 67 fire, 5 mind, 10 fire, , 10 fire (123 total damage).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Tempest of Metal killed Water imp!
Resting starts...
Kyfa's saw motors are back to normal.
Talent Saw Wheels is ready to use.
Talent Overcharge Saws is ready to use.
Rested for 68 turns (stop reason: all resources and life at maximum).
There is a Portal to the Temple of Creation here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
Kyfa deactivates Tempest of Metal.
Kyfa deactivates Goresplosion.
Kyfa deactivates Grinding Shield.
Kyfa deactivates Overheat Saws.
Kyfa deactivates Furnace.
