
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 19 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Elykira the rattlesnake at level 19 on the 2nd Revenge 124th year of Ascendancy at 05:28 / 1 |
Primary Stats
| Strength | 69 (base 41) |
| Dexterity | 15 (base 10) |
| Constitution | 44 (base 22) |
| Magic | 9 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 37 (base 30) |
Resources
| Life | -336/625 |
| Steam | 75/100 |
| Healing Factor | 1.4555007465519 |
| Regeneration | 3.2748766797419 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 43 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 43 |
| Crit Chance | 13% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +10% |
| Light | +10% |
| Nature | +14% |
| Cold | +6% |
| Physical | +4% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 59 (50%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 44 |
| Physical Save | 41 |
| Spell Save | 23 |
| Mental Save | 33 |
Defense: Resistances
| Nature | + 33%( 70%) |
| Acid | + 10%( 70%) |
| Light | + 56%( 70%) |
| Cold | + 70%( 70%) |
| Mind | + 13%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 31%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 70% |
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 100% efficiency and cooldown mod of 100%. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 5 darkness, 5 nature, 3 arcane |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 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. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan 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. | 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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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 |
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'HaĂŻb 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. | active |
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 | Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +1 Rocket Boots These boots have a 11% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (46 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (80 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Floeobsidian' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +8 Str +1 Cun +7 Con dps ---------- Crit.mult +20.00% Dmg.mod +3% mind Res.pen +5% cold ----- def ----- Armour +4 Fatigue +4% Phys.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Disease- +15% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was changed by the digestive sack. |
| On hands | Deepsbone (0 def, 8 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 cold 8 mind 5 physical Dmg.mod +3% cold +4% mind +4% physical Res.pen +10% light ----- def ----- Armour +8 Fatigue +3% Resists +5% cold +6% mind +6% light Disarm- +70% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | innervating ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 34 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gladiator's stralite ring of nature (+28%)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +14% nature ----- def ----- Resists +28% nature Rings make your fingers look great! |
| On fingers | solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 76% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
| In main hand | flaming stralite steamsaw of massacre (36-53 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 35.5 - 53.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 On Hit.r1 +8 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
| In off hand | wrathful dwarven-steel steamsaw (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +7% light +6% fire ---------- 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! |
| Cloak | Glydhena (8 def, 24 armour) 2.0 T5 cloak armor [Random Unique] Master While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Armour +24 Defense +8 (+3 eff.) Resists +53% cold +10% light +10% fire Phys.save +13 (+5 eff.) Spell.save +17 (+8 eff.) Mind.save +20 (+9 eff.) Die.at -20.00 life Disease- +10% Cut- +20% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eilinodhera the Chillclamor (6 def, 6 armour) 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% cold ----- def ----- Armour +6 Hardiness +20% Defense +6 (+2 eff.) Fatigue +11% Resists +19% lightning +24% cold +3% acid Max.HP +36.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 92% / cooldown 59%)0.1 T1 implant scroll [Normal] 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 92% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion (speed 400%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 49; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 49.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 17; blocks 3; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 3 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
protective steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Armour +4 Defense +6 (+2 eff.) Res.Cap +2% all Phys.save +8 (+3 eff.) Amulets make your neck look great! |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
plaguebringer's steel battleaxe of massacre (33-50 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +15% Massive two-handed battleaxes. |
warbringer's steel battleaxe of daylight (23-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +12% Undead While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +14% Massive two-handed battleaxes. |
plaguebringer's steel greatmaul of phasing (26-38 power, 12 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane Power 25.5 - 38.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +12 Crit +1.0% Atk.spd 100% Phasing +19% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +18% Massive two-handed mauls. |
enhanced ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +8 Str +6 Dex +5 Mag +6 Wil +5 Cun +6 Con Longbows are used to shoot arrows at your foes. |
steel longsword of phasing (17-24 power, 10 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +3.0% Atk.spd 100% Phasing +12% Sharp, long, and deadly. |
plaguebringer's steel mace of evisceration (11-15 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Arcane/Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +6 (+2 eff.) ----- def ----- Disease- +15% Blunt and deadly. |
harmonious vined mindstar of life (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature Res.pen +2% nature ----- def ----- Resists +4% nature Max.HP +13.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Mayuthra the stralite steamsaw (33-50 power, 0 apr)3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 Melee+ +12 nature Against +13% Unnatural On Hit.r1 +8 mind On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str +8 Dex dps ---------- Acc +20 (+6 eff.) ----- def ----- Armour +11 Defense +8 (+3 eff.) Fatigue +10% Resists +18% fire ---------- 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! |
flaming steel steamsaw (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +19 On Hit.r1 +5 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
steel waraxe 'Xissra' (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +18 lightning +12 cold While equipped: dps ---------- Mov.spd +25% Res.pen +6% lightning +8% cold ----- def ----- Defense +30 (+10 eff.) Resists +9% acid Max.HP +40.00 Disarm- +20% One-handed war axes. |
timebroken woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +9% acid +7% physical +6% temporal +11% fire +10% arcane +9% cold ----- def ----- Resists +12% acid +12% physical +12% fire +10% cold +9% all ---------- misc Max.mana +16.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+11 eff.) Dmg.mod +6% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Fatigue +2% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 90% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 8 mind Dmg.mod +3% mind Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +8% blight +6% mind Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Spell.save +15 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +18 (+6 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +7 (+4 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
enlightening steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +7% cold Mind.save +10 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
enlightening steel mail armour of the deep (2 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +7% cold Mind.save +10 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Shadowwinter the steel plate armour (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +10% darkness +15% physical ----- def ----- Armour +15 Fatigue +22% Resists +18% acid Spell.save +6 (+3 eff.) A suit of armour made of metal plates. |
impenetrable steel plate armour of command (6 def, 19 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +19 Defense +6 (+2 eff.) Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
radiant steel plate armour of cold resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +13% blight +18% cold +10% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
stralite shield 'Barudunaran' (0 def, 8 armour, 142 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +25% blight On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +9% acid +3% blight +28% fire +9% cold +11% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's steel shield of the stars (0 def, 4 armour, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +2 Dex +1 Mag +2 Cun dps ---------- Dmg.mod +11% light +11% darkness Acc +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +13% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
iron pickaxe (dig speed 36 turns) =d i g=3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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! |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 124] simple healing salve [power 124]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 124 Puts Talent Medical Injector on 15 cooldown Medical salve. |
psychokinetic pouch of steel shots of accuracy (18/18, 20-25 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master/Psionic Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 18 Ranged+ +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage Shots are used with slings to pummel your foes to death. |
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. |
powerful ash wand of lightning storm [power 176] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By luffle but sad the Orc Sawbutcher level 12
21st Retaking 124th year of Ascendancy at 01:51 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By luffle but sad the Orc Sawbutcher level 15
27th Retaking 124th year of Ascendancy at 14:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By luffle but sad the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 07:03 see stats
Log
Tempest of Metal misses Elykira the rattlesnake.
luffle but sad misses Elykira the rattlesnake.
Tempest of Metal hits Elykira the rattlesnake for (21 parried), 7 physical, 6 fire, 2 physical, 3 cold, 2 mind, 6 light (25 total damage).
luffle but sad hits Elykira the rattlesnake for (41 rampage shugs off), 84 physical, 6 fire, 2 physical, 3 cold, 2 mind, 6 light, 3 fire (106 total damage).
Elykira the rattlesnake strikes at a vital spot on luffle but sad!
Elykira the rattlesnake performs a melee critical strike against luffle but sad!
Luffle but sad is no longer weakened.
Luffle but sad roars with rage shaking off 1 mental debuffs!
Elykira the rattlesnake hits luffle but sad for 253 physical, 179 physical (432 total damage).
Melee retaliation hits Elykira the rattlesnake for 2 acid, 2 acid (4 total damage).
Bleeding from Elykira the rattlesnake hits luffle but sad for 122 physical damage.
Elykira the rattlesnake uses Slash.
Elykira the rattlesnake misses luffle but sad.
Elykira the rattlesnake hits luffle but sad for 68 physical, (5 to prism), 0 nature (68 total damage).
Melee retaliation hits Elykira the rattlesnake for 2 acid damage.
Elykira the rattlesnake is no longer rampaging.
Bleeding from Luffle but sad hits Elykira the rattlesnake for 17 physical damage.
Burning from Luffle but sad hits Elykira the rattlesnake for 5 fire damage.
Luffle but sad uses To The Arms.
Tempest of Metal misses Elykira the rattlesnake.
Elykira the rattlesnake is suffering and fails to concentrate on dealing damage.
Tempest of Metal hits Elykira the rattlesnake for (21 parried), 8 physical, 7 fire, 3 physical, 4 cold, 2 mind, 8 light (32 total damage).
luffle but sad hits Elykira the rattlesnake for 124 physical, 7 fire, 3 physical, 4 cold, 2 mind, 8 light, 4 fire (152 total damage).
Luffle but sad is no longer suffering from insomnia.
Talent Create Tinker is ready to use.
Talent Dig is ready to use.
Talent Punishment is ready to use.
Bleeding from Elykira the rattlesnake hits luffle but sad for 45 physical damage.
luffle but sad the level 19 orc sawbutcher was ground to death by Elykira the rattlesnake on level 3 of Dominion Port.




















































































