














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Restart as Random 1.6.0Based on a request from YokuPlays. Adds an option to the death menu to allow for instantaneous restarts as a random character, as though you had gone through the birth screen and mashed the Random button. Possessor Bonus Class 1.7.4Donators/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: 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.
Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack 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.) Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Improved Auto-explore and Rest 1.7.2Quality 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 Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Sawbutcher |
| Level / Exp | 12 / 77% |
| Size | small |
| Lifes / Deaths | Killed by Elita the elven warrior at level 12 on the 4th Flare 122nd year of Ascendancy at 09:16 / 1 |
Primary Stats
| Strength | 47 (base 36) |
| Dexterity | 9 (base 10) |
| Constitution | 19 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 31 (base 25) |
Resources
| Life | -68/272 |
| Steam | 13/100 |
| Healing Factor | 1.2295965829655 |
| Regeneration | 4.4234432628132 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 29.346101725859 |
| See Invisible | 29.346101725859 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 38 |
| Crit Chance | 8% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 38 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Mind | +9% |
| Cold | +10% |
| Physical | +3% |
| Fire | +4% |
| Acid | +3% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 34.08934837382 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 35 |
| Physical Save | 26 |
| Spell Save | 11 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 35% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 21% |
Inscriptions (3/3)
| 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 101% efficiency and cooldown mod of 51%. Its effects scale with your Constitution 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%. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of iron boots 'Aeriroddarodor' (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% mind Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce armor by 13% defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.29 to 81.87 lightning damage (54.58 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Veliba the elm totem of stinging [power 116] (4/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +10 (+5 eff.) Unlife -20.00 life Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On hands | cinder rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 fire Damage +4% fire defense ------ Armor +1 Resistance +5% fire 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. |
| Around waist | Islidakira the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +2 Mag offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% physical Accuracy +20 (+7 eff.) defense ------ Physical save +5 (+3 eff.) Unlife -20.00 life other ------- Stamina/turn +3.00 A belt that goes around your waist. |
| In main hand | steel steamsaw 'Tulorachik' (12-19 power, 6 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +2.0% Attack Speed 100% Block +25 Phasing +12% On-hit +5 temporal +6 darkness +4 mind Damage Against +7% Living Uses 1.0 Steam While equipped: offense ------ Mind Crit +2% Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +7% temporal other ------- 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! |
| Main armor | Erista the Moldrebel (0 def, 11 armour) 17.0 Encumbrance T1 massive armor [Rare] Psionic While equipped: Stats +1 Wil +4 Mag offense ------ When Hit 4 nature 10 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Armor +11 Fatigue +23% Resistance +6% mind Mind save +11 (+6 eff.) A suit of armour made of metal plates. |
| In off hand | reinforced iron steamsaw of massacre (17-26 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Master/Steamtech Weapon Damage 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +9 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +3 Defense +2 (+1 eff.) Fatigue +4% other ------- 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! |
| Cloak | linen cloak 'Beledawe' (8 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun offense ------ Damage +3% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Armor +2 Defense +8 (+4 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +12% nature +12% blight Poison Resist +21% Disease Resist +21% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 136; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 34; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 34.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects 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. |
schematic: Steamsaw0.1 Encumbrance 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. |
painweaver's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +7 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) Damage +4% all Rings make your fingers look great! |
Mayawyn the iron greatsword (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 16.0 - 25.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +9 fire On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Wil offense ------ Spell Crit +3% Spellpower/crit +8 other ------- Vim-on-crit +1.00 Massive two-handed swords. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
iron steamsaw (12-18 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- 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! |
Cobratrial the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% mind Ignore resists +15% mind When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +6% mind Life Regen +0.80 Healmod +11% A belt that goes around your waist. |
Demonworth the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: defense ------ Resistance +6% acid +3% light +6% darkness +6% blight Life +60.00 other ------- Hate-on-crit +1.00 A belt that goes around your waist. |
insulating rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +2 (+1 eff.) defense ------ Resistance +5% fire +6% cold Mind save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Lightroar'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Damage +9% mind defense ------ Mind save +3 (+2 eff.) Life +31.00 other ------- Light +3 A belt that goes around your waist. |
Xutira the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag +3 Wil +1 Cun +2 Con defense ------ Defense +1 (+1 eff.) other ------- See Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +5 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Loreroddandil the Shockreeve (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +9% lightning Ignore resists +15% lightning Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Resistance +9% acid +6% light +3% blight A hat made of leather. Very stylish. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
iron plate armour of temporal resistance (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego] Arcane While equipped: offense ------ When Hit 0 physical defense ------ Armor +7 Fatigue +22% Resistance +15% temporal A suit of armour made of metal plates. |
3 agate0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 43.12 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 43.12 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
brass lantern 'Murkradiance'2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Ignore resists +10% nature Accuracy +15 (+5 eff.) defense ------ Defense +15 (+8 eff.) Resistance +3% all Spell save +6 (+6 eff.) other ------- Light +3 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. |
Automated Portable Extractor0.0 Encumbrance 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 Annulment (1/1)2.0 Encumbrance 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 Encumbrance 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 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. 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 120] simple healing salve [power 120]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 120 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 Encumbrance 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. |
elm totem of healing [power 110] (4/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Asionel the Yeek Sawbutcher level 10
1st Summertide 122nd year of Ascendancy at 15:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Asionel the Yeek Sawbutcher level 6
6th Mirth 122nd year of Ascendancy at 10:40 see stats
Log
Asionel hits Elita the elven warrior for 31 physical, 2 temporal, 3 darkness, 2 mind, 2 fire, 7 light (46 total damage).
Elita the elven warrior uses Explosive Steam Engine.
Asionel hits Elita the elven warrior for 6 lightning damage.
Talent Block is ready to use.
Talent Bloodstream is ready to use.
Talent Explosive Steam Engine is ready to use.
Bleeding from Elita the elven warrior hits Asionel for 8 physical damage.
Bleeding from Asionel hits Elita the elven warrior for 11 physical damage.
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Elita the elven warrior's armor corrodes!
Asionel hits Elita the elven warrior for 27 physical, 2 temporal, 3 darkness, 1 mind, 2 fire, 7 light, 17 physical, 2 fire, 7 light (67 total damage).
Asionel hits Elita the elven warrior for 6 lightning damage.
Elita the elven warrior uses Block.
Asionel is not stunned anymore.
Bleeding from Elita the elven warrior hits Asionel for 8 physical damage.
Bleeding from Asionel hits Elita the elven warrior for (31 blocked), 0 physical (0 total damage).
Asionel hits Elita the elven warrior for (13 blocked), 0 lightning (0 total damage).
Elita the elven warrior performs a melee critical strike against Asionel!
Elita the elven warrior performs a melee critical strike against Asionel!
Elita the elven warrior hits Asionel for 81 physical, 2 blight, 14 physical, 2 blight (99 total damage).
Melee retaliation hits Elita the elven warrior for 4 nature, 9 physical, 4 nature, 9 physical (26 total damage).
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Asionel uses Bloodstream.
Asionel hits Elita the elven warrior for 40 physical damage.
Asionel killed Elita the elven warrior!
Bleeding from Elita the elven warrior hits Asionel for 18 physical damage.
Elita the elven warrior hits Asionel for 84 fire damage.
Asionel the level 12 yeek sawbutcher was boiled to death by Elita the elven warrior on level 3 of Rhaloren Camp.















































































