
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.0Official 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.
ZOmnibus Addon Pack 1.7.0Combines 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: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Normal Exploration |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 33 / 99% |
Size | medium |
Lifes / Deaths | Killed by Dozing Isebeth at level 13 on the 29th Retaking 124th year of Ascendancy at 10:20 / 4Killed by Animated warbringer's steel battleaxe of rage at level 19 on the 48th Retaking 124th year of Ascendancy at 19:31 Killed by bear trap at level 33 on the 16th Pain 124th year of Ascendancy at 03:19 Killed by Rawth at level 33 on the 16th Pain 124th year of Ascendancy at 03:24 |
Primary Stats
Strength | 81 (base 51) |
Dexterity | 16 (base 10) |
Constitution | 78 (base 60) |
Magic | 46 (base 10) |
Willpower | 27 (base 10) |
Cunning | 59 (base 27) |
Resources
Life | 1269/1269 |
Mana | 377/377 |
Steam | 100/100 |
Healing Factor | 1.840846613366 |
Regeneration | 43.309558248748 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333327% |
Spell | +10% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 53.012142656461 |
See Invisible | 56.012142656461 |
Offense: Mainhand
Damage | 119 |
Accuracy | 40 |
Crit Chance | 43% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 40 |
Crit Chance | 39% |
APR | 81 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 16% |
Speed | 0.90909090909091 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Lightning | +17% |
Darkness | +8% |
Arcane | +14% |
Fire | +8% |
All | +2% |
Offense: Damage Penetration
Lightning | +10% |
Temporal | +15% |
Physical | +8% |
Arcane | +10% |
Fire | +30% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 47.08934837382 (81.151787968034%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 53 |
Physical Save | 50 |
Spell Save | 38 |
Mental Save | 41 |
Defense: Resistances
Lightning | + 40%( 70%) |
Acid | + 25%( 70%) |
Nature | + 35%( 70%) |
Darkness | + 36%( 70%) |
Cold | + 51%( 70%) |
Physical | + 24%( 70%) |
Fire | + 39%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Silence Resistance | 90% |
Bleed Resistance | 100% |
Confusion Resistance | 12% |
Instadeath Resistance | 100% |
Pinning Resistance | 65% |
Poison Resistance | 100% |
Knockback Resistance | 15% |
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. Its effects scale with your Magic 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 91% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity 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 95% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Whitehooves | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Phys.save +9 (+3 eff.) HP.reg +4.00 Heal.mod +12% Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Stam/turn +0.50 Max.stam +12.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Str +2 Dex +6 Mag +3 Wil ----- def ----- Resists +30% lightning Mind.save +11 (+4 eff.) ---------- misc Light +7 See.Stealth +14 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +10 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+4 eff.) Mov.spd +10% Melee+ 15 phys.bleed Acc +0 (+0 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness Mind.save +9 (+3 eff.) ---------- misc Light +0 Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 15 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 46 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Tool | Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +3 Cun +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 8 physical Ranged+ 10 physical Dmg.mod +6% arcane +6% darkness Res.pen +10% arcane On Hit (Melee): * 12% chance to reduce all saves and defense by 24 On Hit (Ranged): * 13% chance to reduce all saves and defense by 24 ----- def ----- Resists +15% darkness Spell.save +12 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +15.00 Max.hate +7.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +12 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +6% arcane ----- def ----- Mind.save +8 (+3 eff.) Max.HP +42.00 HP.reg +11.00 Heal.mod +11% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +1 Wil dps ---------- Crit.mult +11.00% Mind.pwr +5 (+3 eff.) Acc +6 (+2 eff.) Apr +11 ----- def ----- Mind.save +6 (+2 eff.) Confus- +12% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Atk.spd 100% Block +66 On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +4 temporal On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+2 eff.) Res.pen +15% temporal +8% physical Acc +11 (+4 eff.) Apr +9 ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +22% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +5 Dex +3 Mag +2 Con ----- def ----- Defense +30 (+10 eff.) Resists +9% nature Max.HP +58.00 ---------- misc Stam/turn +3.00 See.Invis +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 40.0 - 60.0 Occult Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +61 Crit +16.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.spd +10% ----- def ----- Fatigue +15% Spell.save +10 (+4 eff.) Silence- +40% ---------- misc Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +6% fire Res.pen +15% fire Melee Ret 6 mind 4 fire ----- def ----- Defense +10 (+4 eff.) Resists +12% acid +15% cold +15% nature Phys.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +10% lightning +15% fire +20% cold ----- def ----- Armour +16 Fatigue +22% Resists +10% physical +6% fire +27% cold Phys.save +20 (+7 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 86%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (91% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 darkness, 4 mind, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.44 cold and 11.44 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% Dmg.mod +21% mind Acc +20 (+7 eff.) ----- def ----- Resists +6% fire Mind.save +7 (+2 eff.) Confus- +40% ---------- misc Max.psi +40.00 Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Unique] Arcane Power 25.0 - 30.0 Darkness Uses 120% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +5% darkness +25% physical ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 82.0 - 123.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 51% While equipped: dps ---------- Res.pen +10% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% cold +6% fire +12% darkness +3% nature Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 30.5 - 48.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 blight +4 nature On Hit: * 13% chance to reduce strength, dexterity, and constitution by 20 On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Res.pen +10% mind ----- def ----- Resists +3% nature +6% mind Massive two-handed swords. This item has been sent to the Item's Vault. |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +0 Crit +4.0% Atk.spd 100% Block +67 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Phys.crit +10.0% Phys.pwr +8 (+2 eff.) Phys.spd +10% Acc +9 (+3 eff.) ----- def ----- Armour +5 Defense +13 (+5 eff.) Fatigue +10% Resists +5% arcane Mind.save +6 (+2 eff.) Heal.mod +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 125% Range +10 While equipped: ----- def ----- Resists +8% acid +10% fire +14% cold +7% lightning Spell.save +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. This item has been sent to the Item's Vault. |
![]() 4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +16% fire Melee Ret 10 acid ----- def ----- Resists +42% fire +9% temporal +11% all Phys.save +6 (+2 eff.) Spell.save +12 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+8 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +34.00 HP.reg +4.50 Heal.mod +12% A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Apr +5 ----- def ----- Armour +16 Defense +12 (+4 eff.) Fatigue +12% Resists +7% physical +6% darkness +3% mind Phys.save +25 (+9 eff.) A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +6 Wil +8 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +13 Fatigue +22% Resists +21% lightning +3% temporal +5% arcane +3% blight Mind.save +19 (+6 eff.) HP.reg +4.40 ---------- misc Stam/turn +1.60 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +9% acid +10% physical +5% fire +8% lightning +8% cold Disarm- +28% Stun/Frz- +25% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +5% acid +5% blight A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+3 eff.) Stealth +8 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +19% Summoned ----- def ----- D.Red.from +24% Summoned A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Against +21% Summoned ----- def ----- D.Red.from +20% Summoned Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +1 Wil +6 Lck dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) ----- def ----- Armour +3 Resists +9% temporal +3% fire +3% cold Stealth +9 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Res.pen +10% mind +25% darkness Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +5 Resists +12% mind +3% fire Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +7 Wil dps ---------- Melee+ 17 temporal Ranged+ 17 temporal Dmg.mod +12% fire +9% temporal Res.pen +10% nature ----- def ----- Armour +3 Resists +15% nature +7% temporal Mind.save +12 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% darkness +6% cold Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +3% Resists +19% darkness +12% cold Crit.dmg- 15.00% ---------- misc Infravis +4 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +7 Mag +2 Con dps ---------- Dmg.mod +3% mind ----- def ----- Resists +8% blight +6% light HP.reg +4.00 ---------- misc Light +7 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +17.00% Phys.pwr +34 (+8 eff.) Acc +20 (+7 eff.) Apr +2 Melee Ret 6 lightning ----- def ----- Defense +25 (+9 eff.) Phys.save +9 (+3 eff.) ---------- misc Max.stam +30.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 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. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+3 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
potent fiery salve [power 12] potent fiery salve [power 12]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 50% cooldown modifier. Remove 1 magical effects and grants a fiery aura (12% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 12] potent frost salve [power 12]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 14] powerful frost salve [power 14]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 193] powerful healing salve [power 193]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 50% cooldown modifier. Heal 193 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 12] potent water salve [power 12]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 50% cooldown modifier. Remove 1 mental effects and grants a water aura (12% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 14] powerful water salve [power 14]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 91% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 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. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Rawth the Whitehoof Sawbutcher level 6
11st Retaking 124th year of Ascendancy at 10:20 see stats
By Rawth the Whitehoof Sawbutcher level 11
25th Retaking 124th year of Ascendancy at 12:57 see stats
By Rawth the Whitehoof Sawbutcher level 32
6th Pain 124th year of Ascendancy at 11:53 see stats
By Rawth the Whitehoof Sawbutcher level 29
13rd Revenge 124th year of Ascendancy at 21:23 see stats
By Rawth the Whitehoof Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 16:44 see stats
By Rawth the Whitehoof Sawbutcher level 20
48th Retaking 124th year of Ascendancy at 22:37 see stats
By Rawth the Whitehoof Sawbutcher level 30
31st Revenge 124th year of Ascendancy at 13:43 see stats
By Rawth the Whitehoof Sawbutcher level 31
33rd Revenge 124th year of Ascendancy at 14:23 see stats
By Rawth the Whitehoof Sawbutcher level 31
33rd Revenge 124th year of Ascendancy at 14:27 see stats
By Rawth the Whitehoof Sawbutcher level 25
3rd Revenge 124th year of Ascendancy at 18:00 see stats
By Rawth the Whitehoof Sawbutcher level 14
31st Retaking 124th year of Ascendancy at 15:36 see stats
By Rawth the Whitehoof Sawbutcher level 33
16th Pain 124th year of Ascendancy at 03:24 see stats
Log
Ce'Nuriamina the brown bear is no longer evading attacks.
Ce'Nuriamina the brown bear's deep wound closes.
Gliseth the brown bear stops burning.
Rawth is not stunned anymore.
Talent Implant: Medical Injector is ready to use.
Poison from Rawth hits Rawth for 0 nature damage.
Bleeding from Rawth hits Gliseth the brown bear for 22 physical damage.
Deep Wound from Rawth hits Rawth for 16 physical damage.
Poison from Rawth hits Ce'Nuriamina the brown bear for (2 flat reduction), 0 nature (0 total damage).
Bleeding from Rawth hits Rawth for 2 physical damage.
Poison from Rawth hits Gliseth the brown bear for 3 nature damage.
Rawth triggers a trap (Gliseth the brown bear's bear trap)!
A bear trap snaps onto Rawth!
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gliseth the brown bear's bear trap hits Rawth for 115 physical damage.
Rawth the level 33 whitehoof sawbutcher was struck to death by a Gliseth the brown bear's bear trap on level 2 of Bearscape.
Saving game...
Talent Implant: Steam Generator is ready to use.
Talent Bloodstream is ready to use.
Talent To The Arms is ready to use.
Talent Create Tinker is ready to use.
Rawth activates Saw Wheels.
Rawth activates Overheat Saws.
Ran for 2 turns (stop reason: interesting character).
Rawth deactivates Saw Wheels.
Saving done.
Personal New Achievement: Utterly Destroyed (Exploration mode)!