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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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Auto-use inscriptions when saturated 1.4.8Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. 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:
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: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Sawbutcher |
Level / Exp | 22 / 76% |
Size | medium |
Lifes / Deaths | Killed by Adimina the electric eel at level 16 on the 5th Wealth 122nd year of Ascendancy at 04:04 / 2Killed by Saliriann the temporal stalker at level 22 on the 44th Dearth 122nd year of Ascendancy at 15:26 |
Primary Stats
Strength | 59 (base 51) |
Dexterity | 24 (base 10) |
Constitution | 15 (base 11) |
Magic | 8 (base 10) |
Willpower | 21 (base 10) |
Cunning | 54 (base 43) |
Resources
Life | -337/662 |
Steam | 80/80 |
Healing Factor | 1.3605405405406 |
Regeneration | 8.1632432432436 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +101% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 37.588041044944 |
See Invisible | 37.588041044944 |
Offense: Mainhand
Damage | 83 |
Accuracy | 47 |
Crit Chance | 32% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 47 |
Crit Chance | 31% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +8% |
Lightning | +21% |
Physical | +8% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Fire | +7% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 39.187912395226 (93.452380952381%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 22 |
Physical Save | 41 |
Spell Save | 26 |
Mental Save | 24 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 38%( 70%) |
Physical | + 10%( 70%) |
Cold | + 24%( 70%) |
All | 0%( 70%) |
Darkness | + 10%( 70%) |
Temporal | -10%( 70%) |
Lightning | + 8%( 70%) |
Mind | + 27%( 70%) |
Fire | + 8%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Teleport Resistance | 80% |
Pinning Resistance | 25% |
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Disarm Resistance | 54% |
Stun Resistance | 20% |
Poison Resistance | 65% |
Knockback Resistance | 15% |
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 8.4 steam per turn. Can be activated for an instant burst of 42 steam. 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: 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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Tempest of Metal |
talent | Overheat Saws |
talent | Mow Down |
talent | Grinding Shield |
detrimental effect | The target is on fire, taking 38.66 fire damage per turn. Burning |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
beneficial effect | The target's skin turns to stone, granting 9 armour, 13 physical save and 13 spell save. Dwarven Resilience |
beneficial effect | Reduces all incoming physical, nature, acid, temporal damage by 57. Kinetic Psionic Shield |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | 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 Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 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 Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Device Mastery (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 63. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Reduces incoming crit damage: 15.00% Maximum encumbrance: +23 Physical save: +15 (+5 eff.) Pinning immunity: +25% Stun/Freeze immunity: +20% Knockback immunity: +15% Teleport immunity: +100% Equilibrium when hit: +0.12 Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +3% acid Changes damage: +6% acid / +21% lightning Maximum life: +42.00 Light radius: +2 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +6 Cun / +1 Con Changes resistances: +8% acid / +8% fire / +8% cold / +8% lightning Mental save: +9 (+5 eff.) Silence immunity: +0% Life regen: +0.60 Maximum life: +30.00 Maximum stamina: +10.00 Mindpower: +6 (+3 eff.) A cap made of leather. This object's appearance was changed to Helm of the Slow. |
On hands | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Effects when hit in melee: * 17% chance to reduce effective powers by 20% * 15 arcane resource burn Changes stats: +3 Dex Talent granted: +3 Spring Grapple Spell save: +9 (+5 eff.) Disarm immunity: +0% When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 16% chance to reduce effective powers by 20% * 17 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Hand of the World-Shaper. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% blight / +6% cold / +15% mind / +12% acid Changes damage: +6% mind It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 57 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Requires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. This item has been sent to the Item's Vault. |
Around neck | ![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +11% nature / +16% blight Poison immunity: +25% Disease immunity: +25% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 124% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Crit. chance: +15.0% Attack speed: 100% Block value: +48 Damage (Melee): +4 lightning Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +7 fire Damage against: +8% Unnatural Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +4 Defense: +14 (+7 eff.) Fatigue: +8% Changes stats: +2 Dex / +2 Wil Changes resistances penetration: +7% fire Talent granted: +2 Block Reduces incoming crit damage: 15.00% Disarm immunity: +24% Global speed: +1% 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 | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +12% mind / +6% nature Changes damage: +3% mind Trap disarming bonus: +18 Stealth bonus: +8 Infravision radius: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +14.0% Attack speed: 100% Block value: +25 On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Defense: +10 (+5 eff.) Fatigue: +6% Talent granted: +1 Block Disarm immunity: +30% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +6% blight / +10% cold / +10% nature Changes resistances penetration: +20% mind Equilibrium when hit: +0.16 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +2 Wil Changes resistances: +10% blight / +10% darkness Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +5.00 Maximum life: +48.00 Light radius: +1 Healing mod.: +12% A suit of armour made of mail. |
Inventory
![]() Requires: - Level 15 Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 31 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() steel battleaxe of erosion (121% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature / +13 temporal Massive two-handed battleaxes. |
![]() dwarven-steel greatmaul of the mystic (153% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +5 Mag Spellpower: +10 (+2 eff.) Massive two-handed mauls. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
potent pain suppressor salve [power 145] potent pain suppressor salve [power 145]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -145 life and reduces all damage by 14% for 5 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 7 turns. Medical salve. |
powerful healing salve [power 209] powerful healing salve [power 209]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 209, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 138 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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 Alaric, The Mad Smith the Dwarf Sawbutcher level 20
28th Wealth 122nd year of Ascendancy at 08:18 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 7
22nd Voratun 122nd year of Ascendancy at 21:03 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 17
12nd Wealth 122nd year of Ascendancy at 10:20 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 17
6th Wealth 122nd year of Ascendancy at 22:21 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 10
2nd Profit 122nd year of Ascendancy at 06:23 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 20
27th Wealth 122nd year of Ascendancy at 15:57 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 18
12nd Wealth 122nd year of Ascendancy at 15:26 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 5
18th Voratun 122nd year of Ascendancy at 00:06 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 16
5th Wealth 122nd year of Ascendancy at 04:02 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 8
1st Acquisition 122nd year of Ascendancy at 21:38 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 20
28th Wealth 122nd year of Ascendancy at 08:18 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 17
6th Wealth 122nd year of Ascendancy at 22:45 see stats
By Alaric, The Mad Smith the Dwarf Sawbutcher level 16
5th Wealth 122nd year of Ascendancy at 04:04 see stats
Log
Alaric, The Mad Smith receives 68 healing from Oozeblur .
Alaric, The Mad Smith receives 284 healing.
Saliriann the temporal stalker casts Lightning.
Saliriann the temporal stalker casts Lightning.
Saliriann the temporal stalker hits Alaric, The Mad Smith for 133 lightning damage.
Alaric, The Mad Smith speeds up.
Alaric, The Mad Smith stops wasting away.
Alaric, The Mad Smith is not affected anymore by the salve.
Burning from Saliriann the temporal stalker hits Alaric, The Mad Smith for 46 fire damage.
Alaric, The Mad Smith uses Torolar the steel torque of kinetic psionic shield!
Saliriann the temporal stalker casts Plasma Bolt.
Saliriann the temporal stalker casts Plasma Bolt.
Saliriann the temporal stalker hits Alaric, The Mad Smith for 66 lightning, 55 fire, 66 lightning, 55 fire (243 total damage).
Alaric, The Mad Smith stops burning.
Saliriann the temporal stalker casts Flame.
Saliriann the temporal stalker casts Flame.
Alaric, The Mad Smith is on fire!
Saliriann the temporal stalker hits Alaric, The Mad Smith for 107 fire damage.
Alaric, The Mad Smith uses Resilience of the Dwarves.
Alaric, The Mad Smith uses Resilience of the Dwarves.
Alaric, The Mad Smith's skin turns to stone.
Alaric, The Mad Smith uses Spring Grapple.
Alaric, The Mad Smith uses Spring Grapple.
Burning from Saliriann the temporal stalker hits Alaric, The Mad Smith for 36 fire damage.
Saliriann the temporal stalker casts Lightning.
Saliriann the temporal stalker casts Lightning.
Saving game...