

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | QuickTome: Remove Stat Requirements 1.5.5 Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.10 QuickTome: Improved Recall 1.5.10Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.5.0Official Expansion!QuickTome: Event Changes 1.3.1 Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.5.0Official Expansion!Class: Revamped Wyrmic 1.5.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Resource Tweaks 1.3.1 QuickTome: Remove Traps 1.3.1 TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. QuickTome: Item Tweaks 1.4.8 Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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:
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: Better Item Description 1.5.10This 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 QuickTome: Arena Skip 1.3.1 Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Gunslinger |
| Level / Exp | 25 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Cyremina the whitehoof ghoul at level 25 on the 36th Revenge 124th year of Ascendancy at 11:49 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 65 (base 55) |
| Constitution | 25 (base 11) |
| Magic | 24 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 66 (base 48) |
Resources
| Life | -106/652 |
| Steam | 88/100 |
| Healing Factor | 1.1153846153846 |
| Regeneration | 0.27884615384615 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 5 |
| ESP Range | 20 |
| ESP Kinds | horror |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 46 |
| Crit Chance | 30% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 46 |
| Crit Chance | 30% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Arcane | +9% |
| Cold | +18% |
| All | +3% |
Offense: Damage Penetration
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 40 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 11 |
| Physical Save | 34 |
| Spell Save | 13 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Light | -12%( 45%) |
| Nature | + 19%( 70%) |
| Cold | + 44%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 21%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Disarm Resistance | 68% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| 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 6.3 steam per turn. Can be activated for an instant burst of 32 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 131% efficiency and cooldown mod of 65%. Its effects scale with your Cunning 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 134% efficiency and cooldown mod of 63%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Avoidance | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| detrimental effect | The target is on fire, taking 74.83 fire damage per turn. Burning |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | Bullets shot are supercharged: They can pass through multiple targets and have 20 additional armour penetration. Bullet Mastery: Supercharged |
| beneficial effect | You have 1 charges. Death Momentum |
| beneficial effect | The target is waiting to teleport to another place. Recalling |
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 Erรบan 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. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | 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. | active |
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. | active |
A group of trolls from the Kar'Haรฏb 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 | Shoes of Moving Quickly (10 def, 12 armour) 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% ---------- misc Talents +2 Rocket Boots You move 3 spaces at once. Accurately? Less so. |
| Quiver | hateful pouch of steel shots (11/17, 18.5-22.2 power, 2 apr) 3.0 T2 shot ammo [Ego+] Psionic Power 18.5 - 22.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 17 Ranged+ +5 darkness Against +6% Living While equipped: ---------- misc Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 1/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 59.45 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 59.45 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Xereda the voratun helm (0 def, 5 armour) 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) Acc +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +19% acid +12% fire +13% cold +15% lightning Dmg.red +5 all Phys.save +18 (+8 eff.) Knockbk- +20% ---------- misc Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +2 Fatal Attractor Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil 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 1 tidal wave that expands slowly over 7 turns, dealing 8.83 cold and 7.70 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +28% Pinning- +24% Knockbk- +23% ---------- misc Max.enc +22 Rings can have magical properties. |
| Around neck | Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
| In main hand | Talosis' Counterpoint 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit: * splashes acid on your target dealing 56 damage and reducing their armor 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. |
| Around waist | hardened leather belt 'Barkwind' 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Resists +15% acid Max.HP +34.00 On Mind Hit: 5% Slime Spit 1 On Mind Hit: 5% Flamespit 1 A belt that goes around your waist. |
| In off hand | runic steel steamgun of recursion4.0 T2 steamgun 1H weapon [Ego++] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Dmg.conv 30% temporal On Hit: 10% Arcane Vortex 3 On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
| Main armor | Medical Urgency Vest (6 def, 15 armour) 9.0 T3 light armor [Unique] Steamtech While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +15 Defense +6 (+3 eff.) Fatigue +8% Phys.save +15 (+7 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
Inventory
ash longbow4.0 T2 longbow 2H weapon [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
Isemira4.0 T5 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Crit.r2 +4 temporal On Hit: * 15% chance to daze at end of turn While equipped: Stats +7 Str +2 Dex +2 Mag +2 Wil +7 Cun +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +14 (+5 eff.) Res.pen +14% lightning +19% physical ----- def ----- Heal.mod +5% ---------- misc Stam/turn +0.20 Slings are used to hurl stones or metal shots at your foes. |
12 aquamarine0.0 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. |
18 opal0.0 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. |
17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst0.0 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. |
25 onyx0.0 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. |
28 emerald0.0 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. |
29 garnet0.0 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. |
23 quartz0.0 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] 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. |
simple healing salve [power 192] simple healing salve [power 192]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 134% efficiency and 63% cooldown modifier. Heal 192 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 23] powerful fiery salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 134% efficiency and 63% cooldown modifier. Remove 2 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 23] powerful frost salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 134% efficiency and 63% cooldown modifier. Remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 23] powerful water salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 134% efficiency and 63% cooldown modifier. Remove 2 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
dwarven-steel pickaxe 'Galefast' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Lck dps ---------- Res.pen +15% acid +18% physical ---------- misc Infravis +2 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
warded stralite torque of kinetic psionic shield [power 89] (20 cooldown)2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +1 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 89 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
elm wand of clairvoyance [power 9] (6 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 47 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Flex the Whitehoof Gunslinger level 17
23rd Revenge 124th year of Ascendancy at 10:33 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Flex the Whitehoof Gunslinger level 10
31st Retaking 124th year of Ascendancy at 04:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Flex the Whitehoof Gunslinger level 10
28th Retaking 124th year of Ascendancy at 18:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Flex the Whitehoof Gunslinger level 20
27th Revenge 124th year of Ascendancy at 20:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Flex the Whitehoof Gunslinger level 15
1st Revenge 124th year of Ascendancy at 13:20 see stats
Log
Flex receives 128 healing.
Whitehoof hailstorm hits Flex for (15 resist armour), 0 physical (0 total damage).
Flex hits Whitehoof hailstorm for (19 resist armour), 0 physical (0 total damage).
Burning from Neresetira the whitehoof ghoul hits Whitehoof hailstorm for (28 resist armour), 0 fire (0 total damage).
Burning from Cyremina the whitehoof ghoul hits Flex for (29 resist armour), 44 fire (44 total damage).
Arcane Vortex from Flex hits Whitehoof ghoul for (23 resist armour), 0 arcane (0 total damage).
Arcane Vortex from Flex hits Neresetira the whitehoof ghoul for (23 resist armour), 0 arcane (0 total damage).
Arcane Vortex from Flex hits Whitehoof maulotaur for (18 resist armour), 5 arcane (5 total damage).
Neresetira the whitehoof ghoul casts Rune: Shielding.
A shield forms around Neresetira the whitehoof ghoul.
Whitehoof hailstorm hits Flex for (20 resist armour), 0 physical (0 total damage).
Flex hits Whitehoof hailstorm for (19 resist armour), 0 physical (0 total damage).
Flex hits Cyremina the whitehoof ghoul for (18 resist armour), 32 fire (32 total damage).
Cyremina the whitehoof ghoul uses Sunder Armour.
Flex shrugs off the effect 'Sunder Armour'!
Flex hits Cyremina the whitehoof ghoul for (18 resist armour), 0 physical (0 total damage).
Cyremina the whitehoof ghoul hits Flex for (28 resist armour), 132 physical, (17 resist armour), 0 fire (132 total damage).
Flex's demonfire area effect hits Flex for (12 resist armour), 0 fire (0 total damage).
Flex's demonfire area effect hits Cyremina the whitehoof ghoul for (11 resist armour), 0 fire (0 total damage).
Velatha the whitehoof ghoul uses Explosive Steam Engine.
Neresetira the whitehoof ghoul casts Invoke Darkness.
Neresetira the whitehoof ghoul hits Flex for (28 resist armour), 249 darkness (249 total damage).
Burning from Neresetira the whitehoof ghoul hits Whitehoof hailstorm for (25 resist armour), 8 fire (8 total damage).
Burning from Cyremina the whitehoof ghoul hits Flex for (28 resist armour), 45 fire (45 total damage).
Arcane Vortex from Flex hits Whitehoof hailstorm for (19 resist armour), 0 arcane (0 total damage).
Arcane Vortex from Flex hits Neresetira the whitehoof ghoul for (19 resist armour), 0 arcane (0 total damage).
Cyremina the whitehoof ghoul uses Stunning Blow.
Cyremina the whitehoof ghoul performs a melee critical strike against Flex!
Saving game...



















































































