

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.6.7Official 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:
Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Forbidden Cults 1.6.7Official 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 | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Psyshot |
Level / Exp | 27 / 71% |
Size | medium |
Lifes / Deaths | Killed by dreaming horror at level 18 on the 19th Dearth 122nd year of Ascendancy at 23:31 0 / 7Killed by dreaming horror at level 18 on the 20th Dearth 122nd year of Ascendancy at 01:46 Killed by dreaming horror at level 18 on the 20th Dearth 122nd year of Ascendancy at 08:25 Killed by shadow at level 22 on the 23rd Shortage 122nd year of Ascendancy at 12:07 Killed by ancient lich at level 22 on the 23rd Shortage 122nd year of Ascendancy at 15:46 Killed by The Master at level 27 on the 11st Iron 123rd year of Ascendancy at 06:55 Killed by skeleton mage at level 27 on the 11st Iron 123rd year of Ascendancy at 08:13 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 23) |
Dexterity | 39 (base 36) |
Constitution | 23 (base 1) |
Magic | 3 (base 1) |
Willpower | 114 (base 58) |
Cunning | 56 (base 34) |
Resources
Life | -10/676 |
Psi | 224/224 |
Steam | 98/100 |
Healing Factor | 1.3010362694301 |
Regeneration | 4.228367875648 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 72 |
Accuracy | 35 |
Crit Chance | 37% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 61 |
Crit Chance | 26% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Fire | +6% |
Nature | +8% |
Cold | +15% |
Physical | +18% |
Mind | +25% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Acid | +25% |
Nature | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 79.389606277729 (100%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 35 |
Physical Save | 43 |
Spell Save | 47 |
Mental Save | 53 |
Defense: Resistances
Acid | + 33%( 70%) |
Physical | + 31%( 70%) |
Nature | + 52%( 70%) |
Mind | + 31%( 70%) |
Arcane | + 54%( 70%) |
Cold | + 70%( 70%) |
All | + 26%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 51%. 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 109% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Automated Cloak Tessellation |
talent | Molten Iron Blood |
talent | Gestalt |
talent | Embedded Restoration Systems |
detrimental effect | The target is on fire, taking 51.99 fire damage per turn. Burning |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | You gain 32% resistance against arcane and cold. Resolve |
detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 19.24 blight damage per turn. Rotting Disease |
beneficial effect | The target's skin turns to stone, granting 11 armour, 15 physical save and 15 spell save. Dwarven Resilience |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
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 grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Zocha. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Willpower by +5. | 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 Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed minotaur nose. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Talent granted: +1 Rocket Boots Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 49.0 - 58.8 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +15.5% Capacity: 22 On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +3 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Maximum life: +40.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +6 Cun / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +21 (+7 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 12 mind Damage when hit (Melee): 4 mind Changes resistances: +7% mind Changes resistances penetration: +15% blight Changes damage: +10% mind / +6% fire Talent granted: +4 Project Saw Disarm immunity: +0% Mental crit. chance: +7% 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. |
Tool | ![]() Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +6 Str / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +25% acid Changes damage: +9% acid / +3% mind Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (radius 1) on hit: +60 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Str / +5 Dex / +4 Mag / +5 Wil / +3 Cun / +3 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +4 Wil / +4 Cun / +2 Con Damage against: +16% Summoned Reduced damage from: +16% Summoned Maximum encumbrance: +0 Mental save: +6 (+2 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +60 20% chance of physical repulsion When wielded/worn: Changes stats: +5 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Damage when hit (Melee): 4 nature Changes resistances: +15% nature / +15% cold Changes resistances penetration: +15% nature Maximum psi: +30.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +38 Fatigue: +23% Damage when hit (Melee): 30 physical Changes resistances: +9% acid / +30% cold Allows you to breathe in: water Mana when firing critical spell: +2.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +2% A suit of armour made of metal plates. |
Inventory
![]() wild infusion (res 18%; magical; dur 2; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() blink rune of the duelist (range 5; phase 19; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% fire / +10% cold Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
potent pain suppressor salve [power 142] potent pain suppressor salve [power 142]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 89% efficiency and 112% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -142 life and reduces all damage by 15% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful healing salve [power 205] powerful healing salve [power 205]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 89% efficiency and 112% cooldown modifier. It can be used to heal 205 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 89% efficiency and 112% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Achievements
By Zocha the Dwarf Psyshot level 19
24th Dearth 122nd year of Ascendancy at 12:05 see stats
By Zocha the Dwarf Psyshot level 22
30th Loss 122nd year of Ascendancy at 22:58 see stats
By Zocha the Dwarf Psyshot level 7
27th Voratun 122nd year of Ascendancy at 05:44 see stats
By Zocha the Dwarf Psyshot level 18
19th Dearth 122nd year of Ascendancy at 21:20 see stats
By Zocha the Dwarf Psyshot level 22
4th Shortage 122nd year of Ascendancy at 23:07 see stats
By Zocha the Dwarf Psyshot level 21
35th Dearth 122nd year of Ascendancy at 01:12 see stats
By Zocha the Dwarf Psyshot level 10
16th Profit 122nd year of Ascendancy at 23:38 see stats
By Zocha the Dwarf Psyshot level 20
32nd Dearth 122nd year of Ascendancy at 00:57 see stats
By Zocha the Dwarf Psyshot level 22
12nd Shortage 122nd year of Ascendancy at 20:05 see stats
By Zocha the Dwarf Psyshot level 25
7th Iron 123rd year of Ascendancy at 04:33 see stats
By Zocha the Dwarf Psyshot level 5
18th Voratun 122nd year of Ascendancy at 13:32 see stats
By Zocha the Dwarf Psyshot level 7
3rd Acquisition 122nd year of Ascendancy at 23:22 see stats
By Zocha the Dwarf Psyshot level 13
1st Wealth 122nd year of Ascendancy at 23:43 see stats
By Zocha the Dwarf Psyshot level 18
23rd Dearth 122nd year of Ascendancy at 00:39 see stats
Log
Burning from Skeleton mage hits Zocha for (25 flat reduction), 0 fire (0 total damage).
Rotting Disease from Elder vampire hits Zocha for (11 flat reduction), 0 blight (0 total damage).
Skeleton mage hits Zocha for (31 flat reduction), 12 fire (13 total damage).
The Master stops surging mana.
Will o' the wisp explodes! Zocha is enveloped in frost.
Zocha attunes to the damage.
Will o' the wisp hits Zocha for (31 flat reduction), 33 cold (33 total damage).
Zocha instinctively hardens her skin and ignores the attack!
Zocha repels an attack from Elder vampire.
Skeleton mage seems less powerful.
Armoured skeleton warrior seems less powerful.
Skeleton mage seems less powerful.
Zocha shoots!
The Master casts Strike.
Skeleton mage casts Manathrust.
Skeleton mage hits Skeleton mage for 89 arcane damage.
Skeleton mage hits Zocha for (31 flat reduction), 37 arcane (37 total damage).
Zocha the level 27 dwarf psyshot was blasted to death by a skeleton mage on level 9 of Dreadfell.
Zocha is no longer attuned.
Zocha deactivates Embedded Restoration Systems.
Zocha deactivates her cloak's restoration systems.
A psionic shield forms around Zocha.
Zocha is free from the rotting disease.
Zocha stops burning.
Zocha deactivates Molten Iron Blood.
Zocha tessellates her cloak!
Zocha is not stunned anymore.
Zocha deactivates Gestalt.
Zocha's skin returns to normal.