

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 1.6.6 Summmoner Fix 1.6.6 Items Vault 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] UI Pack: Plumpkins! 1.6.0Cosmetic pack! 1.6.2 Sling Fix 1.6.2Very hacky fix for 1.6.2 sling issue. I don't know how addons work and have made no effort for compatibility or proper implementation of this fix, this is purely at a glance. Editing this into an existing save should be safe. Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.6.0This 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 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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Annihilator |
| Level / Exp | 17 / 69% |
| Size | small |
| Lifes / Deaths | Killed by Porura the dire wolf at level 17 on the 70th Haze 122nd year of Ascendancy at 02:38 2 / 4Killed by ritch flamespitter at level 17 on the 70th Haze 122nd year of Ascendancy at 10:00 Killed by Nerivena the honey tree at level 17 on the 70th Haze 122nd year of Ascendancy at 10:59 Killed by Tigam at level 17 on the 70th Haze 122nd year of Ascendancy at 11:41 |
Primary Stats
| Strength | 34 (base 32) |
| Dexterity | 62 (base 32) |
| Constitution | 18 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 35 (base 26) |
Resources
| Life | 418/418 |
| Steam | 100/100 |
| Healing Factor | 1.1211363549267 |
| Regeneration | 4.7648295084385 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
| See Stealth | 21 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 61 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +13% |
| Arcane | +3% |
| Cold | +12% |
| Fire | +3% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +5% |
| Arcane | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29.522593642275 (62.32946707186%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 26 |
| Physical Save | 34 |
| Spell Save | 14 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 1%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 8%( 70%) |
| Mind | + 11%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 30% |
| Disarm Resistance | 49% |
| Confusion Resistance | 20% |
| Silence Resistance | 30% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 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 112% efficiency and cooldown mod of 95%. 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.5 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Prismpanic (0 def, 5 armour) 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% arcane +12% cold Res.pen +5% arcane ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane Stealth +2 ---------- misc Light +1 Infravis +1 Talents +1 Moss Tread Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of iron shots 'Searoblivion' (19/19, 16-19 power, 1 apr) 3.0 T1 shot ammo [Rare] Nature Power 16.0 - 19.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Ranged+ +20 mind +11 cold On Hit.r1 +20 fire On Crit.r2 +4 mind +7 cold While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Lisolle the Blazespitter2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str dps ---------- Dmg.mod +7% light ----- def ----- Resists +6% darkness +5% arcane +3% light Affinity +5% light Spell.save +3 (+3 eff.) Mind.save +3 (+2 eff.) Silence- +20% ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 77.07 light damage. At talent level 3 you gain 14% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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 | Brenylen (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Res.pen +10% blight ----- def ----- Armour +1 Fatigue +1% Resists +3% fire Phys.save +11 (+5 eff.) Mind.save +3 (+2 eff.) HP.reg +2.00 Heal.mod +5% Stun/Frz- +20% A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Adowe' (5 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +3% Resists +6% mind +12% temporal Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +27% Pinning- +10% Def/telep +15 Res/telep +15% Dur/telep +15% 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 | extending iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| On fingers | Uradelach the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Phys.save +12 (+6 eff.) Die.at -40.00 life HP.reg +2.00 Silence- +10% Teleport- +20% Rings make your fingers look great! |
| Around neck | Layelle the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag dps ---------- Spell.crit +1% Crit.mult +10.00% S.pwr/crit +4 Amulets make your neck look great! |
| In main hand | Layissra the Kindlewilter 4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 darkness +12 light On Hit: * splashes acid on your target dealing 25 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +12% lightning +6% light Acc +6 (+1 eff.) ----- def ----- Resists +9% light ---------- misc Light +1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Skybloom the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Spell.pwr +3 (+2 eff.) Apr +4 ----- def ----- Resists +3% lightning +1% physical Mind.save +5 (+3 eff.) A belt that goes around your waist. |
| In off hand | Turorig (0 def, 4 armour, 11-13 power, 57 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +57 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +26% acid +5% fire +6% lightning +5% cold Max.HP +40.00 Confus- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Galehacker (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Dex +1 Mag dps ---------- Dmg.mod +3% fire Res.pen +5% lightning ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% lightning +11% cold Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour of clarity (2 def, 6 armour) 14.0 T2 heavy armor [Ego] Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +5% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. |
Inventory
schematic: Back Support0.1 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: Fatal Attractor0.1 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. |
2 schematic: Spring Grapple0.1 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: Steamgun0.1 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. |
Arenn the steel battleaxe (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Acc +10 (+2 eff.) Melee Ret 6 acid ----- def ----- Defense +9 (+4 eff.) Resists +3% light +15% fire Mind.save +15 (+7 eff.) Disarm- +34% Massive two-handed battleaxes. |
iron greatmaul 'Belanor' (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 17.5 - 26.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit.r2 +12 fire While equipped: Stats +1 Dex dps ---------- All.spd +3% Res.pen +10% fire Apr +3 ----- def ----- Resists +6% mind Phys.save +6 (+3 eff.) Heal.mod +15% ---------- misc Stam/turn +2.00 Massive two-handed mauls. |
steel greatmaul 'Hailhash' (38-58 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 38.5 - 57.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Res.pen +25% cold ----- def ----- Resists +3% mind ---------- misc Equi/ret +0.12 Psi/ret +0.08 Max.psi +20.00 Massive two-handed mauls. |
hateful steel greatsword (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Psionic Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living Massive two-handed swords. |
thought-forged steel greatsword of erosion (27-43 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Psionic Power 27.0 - 43.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature +10 mind On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
hateful steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness +7 nature Against +6% Living Sharp, short and deadly. |
steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Betegana the vined mindstar (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Disrupt/Psionic Power 4.0 - 4.4 Mind 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% On Hit: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +7% Mind.pwr +6 (+3 eff.) Dmg.mod +5% mind Res.pen +25% mind ----- def ----- Resists +3% arcane +3% acid Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +4.00 Talents +1 Attune Mindstar 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. |
Tulyrain the vined mindstar (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 5.0 - 5.5 Mind 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% On Hit: * 10 arcane resource burn While equipped: dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Melee+ 5 darkness 5 mind Dmg.mod +10% mind +4% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% mind +3% cold ---------- misc Talents +1 Attune Mindstar 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. |
Gyrinne the Earthking (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 On Hit.r1 +4 nature Uses 1.0 Steam When used to Attack: On Hit.r1 +4 nature While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 17 On Melee Ret: * 13% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +9% cold Spell.save +6 (+6 eff.) ---------- misc Light +3 See.Invis +9 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 steamgun of piercing4.0 T2 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +10 (+2 eff.) Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing pouch of steel shots of accuracy (20/20, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage Shots are used with slings to pummel your foes to death. |
focusing woollen robe of the mountain (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Resists +9% all +12% physical ---------- misc Mana/turn +0.13 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% mind Mind.save +14 (+7 eff.) A suit of armour made of leather. |
impenetrable iron mail armour of the deep (2 def, 12 armour)14.0 T1 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) Resists +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
hardened leather gloves of strength (+3) (0 def, 2 armour) =+3 STR=1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 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. |
Cyruna the rough leather hat (0 def, 1 armour) =+6 STR=2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Str +2 Mag dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Armour +1 Fatigue +1% Resists +10% light +11% darkness ---------- misc Light +1 A hat made of leather. Very stylish. |
shielding linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Spell.save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
3 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. |
70 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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. |
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 122] simple healing salve [power 122]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 122 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Xanariawyn the Smolderraptor (dig speed 19 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +6% mind +6% fire Res.pen +10% acid +5% fire ----- def ----- Resists +3% lightning +3% light +12% darkness Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns)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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
quick elm wand of conjuration [power 85] (11 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 95 lightning damage Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Tigam the Halfling Annihilator level 11
9th Haze 122nd year of Ascendancy at 22:49 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By Tigam the Halfling Annihilator level 17
70th Haze 122nd year of Ascendancy at 11:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tigam the Halfling Annihilator level 10
76th Dusk 122nd year of Ascendancy at 07:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Tigam the Halfling Annihilator level 7
72nd Dusk 122nd year of Ascendancy at 19:20 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Tigam the Halfling Annihilator level 11
79th Dusk 122nd year of Ascendancy at 15:29 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tigam the Halfling Annihilator level 15
42nd Haze 122nd year of Ascendancy at 17:38 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Tigam the Halfling Annihilator level 17
70th Haze 122nd year of Ascendancy at 11:41 see stats
Log
Incendiary Grenade from Tigam hits Nerivena the honey tree for 7 to psi, 9 fire (16 total damage).
Tigam hits Rimebark for 78 physical damage.
Tigam the level 17 halfling annihilator was mentally tortured to death by Nerivena the honey tree on level 3 of Old Forest.
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You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Nerivena the honey tree killed Tigam!
Saving game...
Saving done.
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Resting starts...
Talent Grenade Launcher is ready to use.
Talent Reactive Armor is ready to use.
Talent Flamethrower is ready to use.
Talent Boltgun is ready to use.
Talent Incendiary Grenade is ready to use.
Talent Upgrade is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Steamgun Turret is ready to use.
Talent Overclock is ready to use.
Talent Reactive Armor is ready to use.
Talent Reactive Armor is ready to use.
Talent Exoskeleton is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).
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Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!




























































































