
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality 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 1.5.5This 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 | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Psyshot |
Level / Exp | 18 / 49% |
Size | big |
Lifes / Deaths | Killed by Xydheba the snow giant chieftain at level 18 on the 53rd Dusk 122nd year of Ascendancy at 17:12 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 46 (base 36) |
Constitution | 21 (base 10) |
Magic | 13 (base 10) |
Willpower | 53 (base 30) |
Cunning | 46 (base 27) |
Resources
Life | -15/418 |
Psi | 126/173 |
Steam | 100/100 |
Healing Factor | 1.206387434555 |
Regeneration | 3.4382041884818 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 10 |
Infravision | 9 |
See Stealth | 41.608517953013 |
See Invisible | 41.608517953013 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc, demon/minor, demon/major |
Offense: Mainhand
Damage | 40 |
Accuracy | 59 |
Crit Chance | 24% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 61 |
Crit Chance | 15% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +9% |
Physical | +10% |
Mind | +17% |
Nature | +5% |
Offense: Damage Penetration
Acid | +7% |
Mind | +3% |
Lightning | +6% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 15 |
Physical Save | 32 |
Spell Save | 28 |
Mental Save | 46 |
Defense: Resistances
Nature | + 16%( 70%) |
Lightning | + 12%( 70%) |
Mind | + 19%( 70%) |
All | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 40% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 65%. Its effects scale with your Willpower 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Thoughts of iron | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Molten Iron Blood |
talent | Gestalt |
beneficial effect | Steampower increased by 9. Gestalt |
beneficial effect | The target is recovering 15 life each turn. Recovery |
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You 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's current energy level is: 8. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +2 Con dps ---------- Mind.pwr +8 (+3 eff.) Melee Ret 20 mind ----- def ----- Armour +3 Fatigue +3% Phys.save +10 (+5 eff.) Mind.save +16 (+5 eff.) ---------- misc Equi/ret +0.04 Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +12.0% Capacity 19 Ranged+ +16 lightning On Hit: * 40% chance to daze at end of turn On Crit: * cripple the target While equipped: ---------- misc Reload +2 Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ---------- misc Max.psi +40.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +9 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 19 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Fatigue -4% Resists +11% mind ---------- misc Max.enc +21 Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +2% ---------- misc Psi/ret +0.12 Max.hate +4.00 Telepathy Dragon Humanoid/Orc Amulets can have magical properties. |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 acid blind Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% acid ----- def ----- HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Cun +3 Con +6 Lck dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Phys.save +8 (+4 eff.) Stealth +7 ---------- misc T.Disarm +9 Infravis +4 Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic This natural lightning should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Power 81% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +2 Mag +1 Wil +1 Cun +1 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind +6% lightning Res.pen +3% mind +6% lightning Melee Ret 6 lightning ----- def ----- Resists +3% mind +6% lightning Dmg.Resnn +9% ---------- misc Psi/ret +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +5 Dex dps ---------- Dmg.mod +9% light Acc +4 (+1 eff.) Apr +3 Melee Ret 20 light ----- def ----- Defense +2 (+1 eff.) ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Max.HP +55.00 HP.reg +1.90 Heal.mod +12% A suit of armour made of leather. |
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 112% efficiency and cooldown mod of 52%. Its effects scale with your Constitution 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Res.Cap +3% all Phys.save +8 (+4 eff.) Blind- +12% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +22% fire Melee Ret 8 lightning 16 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +32% fire Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+8 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 longsword 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 91% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +27 Crit +5.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Crit.mult +9.00% Phys.pwr +8 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature Acc +2 (+1 eff.) ----- def ----- Resists +4% blight Heal.mod +15% Disease- +19% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego] Arcane/Master/Steamtech Power 138% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +45 Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 cold Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +7% physical Phys.save +13 (+7 eff.) A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A hat made of leather. Very stylish. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 65% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
simple healing salve [power 153] simple healing salve [power 153]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 65% cooldown modifier. Heal 153 Puts Talent Medical Injector on 14 cooldown Medical salve. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +8% Dmg.mod +6% mind Res.pen +10% light ----- def ----- Fatigue -5% ---------- misc Max.hate +8.00 Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Rawth the Higher Psyshot level 17
52nd Dusk 122nd year of Ascendancy at 05:34 see stats
By Rawth the Higher Psyshot level 16
33rd Dusk 122nd year of Ascendancy at 18:18 see stats
By Rawth the Higher Psyshot level 17
36th Dusk 122nd year of Ascendancy at 10:03 see stats
By Rawth the Higher Psyshot level 10
9th Mirth 122nd year of Ascendancy at 08:52 see stats
By Rawth the Higher Psyshot level 8
3rd Mirth 122nd year of Ascendancy at 13:12 see stats
Log
Rawth uses Superconduction.
Rawth uses Solidify Air.
You collect a new ingredient: snow giant kidney (1).
Rawth hits Snow giant chieftain for 139 physical damage.
Rawth hits Snow giant thunderer for 139 physical damage.
Rawth hits Xydheba the snow giant chieftain for 101 physical damage.
Rawth killed Snow giant thunderer!
Xydheba the snow giant chieftain's light area effect hits Rawth for 50 light damage.
Rawth receives 18 healing.
Rawth receives 155 healing.
Xydheba the snow giant chieftain's light area effect hits Rawth for 50 light damage.
Talent Condensate is ready to use.
Rawth receives 18 healing.
Rawth shoots!
Snow giant chieftain uses Infusion: Regeneration.
Snow giant chieftain starts regenerating health quickly.
Snow giant uses Infusion: Regeneration.
Snow giant starts regenerating health quickly.
Xydheba the snow giant chieftain's light area effect hits Rawth for 50 light damage.
Talent Improved Gestalt is ready to use.
Rawth receives 18 healing.
Rawth is no longer resonating.
Rawth receives 18 healing.
Xydheba the snow giant chieftain casts Moonlight Ray.
Xydheba the snow giant chieftain's spell attains critical power!
Saving game...