Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Improved Combat Text v2 1.5.10Description 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Better Item Description 1.5.10This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Psyshot |
Level / Exp | 23 / 86% |
Size | medium |
Lifes / Deaths | Killed by Voridherin the alchemist golem at level 23 on the 21st Revenge 124th year of Ascendancy at 08:07 / 1 |
Primary Stats
Strength | 51 (base 39) |
Dexterity | 40 (base 27) |
Constitution | 17 (base 16) |
Magic | 15 (base 16) |
Willpower | 46 (base 38) |
Cunning | 41 (base 29) |
Resources
Life | -116/536 |
Psi | 20/58 |
Steam | 90/100 |
Healing Factor | 1.1561497326203 |
Regeneration | 8.3820855614972 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 50 |
Accuracy | 51 |
Crit Chance | 37% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 53 |
Crit Chance | 35% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Offense: Damage Penetration
Mind | +26% |
Darkness | +31% |
Light | +36% |
All | +16% |
Defense: Base
Armour (hardiness) | 55.484744767153 (100%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 22 |
Physical Save | 40 |
Spell Save | 25 |
Mental Save | 29 |
Defense: Resistances
Lightning | + 56%( 70%) |
Light | + 37%( 70%) |
Temporal | + 34%( 70%) |
Cold | + 46%( 70%) |
Mind | + 34%( 70%) |
All | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 50% |
Confusion Resistance | 13% |
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Poison Resistance | 50% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 62%. Its effects scale with your Strength 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%. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Thoughts of iron | 3.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 3.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Psionic / Psionic fog | 3.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 3.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Psionic / Gestalt | 3.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Mechstar | 3.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Nightmare | 3.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 3.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 3.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Orc | 3.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 3.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Engineering | 3.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 3.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Negative Biofeedback |
talent | Molten Iron Blood |
talent | Gestalt |
talent | Mechanical Arms |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Inspired by a recent kill increasing all resistance by 7%. Orcish Triumph |
detrimental effect | The target is starting to get mad (3 stacks), reducing mind damage resistance by 18%, mental save by 15, confusion resistance by 12%, generating 1.5 insanity per turn. Lost in a weird place |
detrimental effect | Huge cut that bleeds, doing 9.45 physical damage per turn. Bleeding |
beneficial effect | Steampower increased by 16. Gestalt |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour) 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+4 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% ---------- misc Talents +1 Rocket Boots You move 3 spaces at once. Accurately? Less so. |
Quiver | Guyama the pouch of stralite shots (18/20, 49-58.8 power, 11 apr) Guyama the pouch of stralite shots (18/20, 49-58.8 power, 11 apr) 3.0 T4 shot ammo [Random Unique] Nature/Master/Psionic Power 49.0 - 58.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +11 Crit +11.5% Capacity 20 Proj.spd +200% Ranged+ +19 insidious poison On Hit.r1 +8 acid On Crit.r2 +4 acid +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Voidmire the dwarven-steel helm (0 def, 4 armour) Voidmire the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +3 Wil dps ---------- Res.pen +15% darkness Acc +9 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Heal/summ +40 ---------- misc Hate/m.crit +5.00 Max.hate +6.00 Light +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str dps ---------- Phys.pwr +0 (+0 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +0 (+0 eff.) Max.HP +60.00 Knockbk- +50% ---------- misc Talents +1 Sand Shredder Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 106.18 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | Halekan the Kindlewrack [power 105] (20 cooldown) Halekan the Kindlewrack [power 105] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% light +10% mind Melee Ret 12 mind On Hit (Melee): * 15% chance to blind ----- def ----- Resists +12% mind +12% light Heal a target within range 8 (based on Willpower) for 105 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring of perseverance steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings can have magical properties. |
On fingers | mule's steel ring of lightning (+20%) mule's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -5% Resists +20% lightning ---------- misc Max.enc +20 Rings can have magical properties. |
Around neck | clarifying steel amulet clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% mind Confus- +25% Amulets can have magical properties. |
In main hand | Overburst Overburst 4.0 T4 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. * splashes acid on your target dealing 39 damage and reducing their armor Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
Around waist | Poryda Poryda1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Phys.pwr +12 (+3 eff.) Apr +5 ----- def ----- Resists +8% lightning +8% temporal Heal.mod +10% A belt that goes around your waist. |
In off hand | The Forgotten (12-13.2 power, 26 apr, mind damage) The Forgotten (12-13.2 power, 26 apr, mind damage) 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +26 Crit +9.0% Atk.spd 100% While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +15 (+8 eff.) Confuse all enemies in radius 3 for 5 turns. Uses 25 power out of 25/25 A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | impenetrable iron plate armour (3 def, 12 armour) impenetrable iron plate armour (3 def, 12 armour) 17.0 T1 massive armor [Ego] Master While equipped: ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +20% HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% A suit of armour made of metal plates. |
Inventory
wild infusion of the duelist (resist 14%; cure physical) wild infusion of the duelist (resist 14%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 71) teleportation rune of the warrior (range 71)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel ring of power steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+2 eff.) Rings can have magical properties. |
mossy mindstar (2-2.2 power, 12 apr, mind damage) mossy mindstar (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) 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. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 25% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
iron steamgun iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychic's iron steamgun of true shot psychic's iron steamgun of true shot4.0 T1 steamgun 1H weapon [Ego++] Master/Psionic/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 mind Uses 2.0 Steam While equipped: Stats +2 Cun +1 Wil dps ---------- Phys.crit +6.0% Mind.pwr +6 (+2 eff.) Dmg.mod +8% mind Acc +5 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Talosis' Counterpoint Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
dwarven-steel steamgun of lightning dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Psyshot Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of iron shots (12/12, 15-18 power, 1 apr) pouch of iron shots (12/12, 15-18 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 12 Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of wind (23/23, 25.5-30.6 power, 2 apr) deadly pouch of steel shots of wind (23/23, 25.5-30.6 power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 25.5 - 30.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 23 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening iron mail armour (2 def, 4 armour) enlightening iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+6 eff.) A suit of armour made of mail. |
spiked iron mail armour of lightning resistance (2 def, 4 armour) spiked iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
noble's rough leather belt of life noble's rough leather belt of life1.0 T1 belt armor [Ego+] Nature/Master While equipped: ----- def ----- D.Red.from +16% Summoned HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Size +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Porimina Porimina1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% mind ----- def ----- Resists +8% acid +6% blight Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 Telepathy Dragon A belt that goes around your waist. |
hardened leather belt 'Morningzephyr' hardened leather belt 'Morningzephyr'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Dmg.mod +3% blight +3% light ----- def ----- Fatigue -4% Resists +6% blight ---------- misc Max.enc +29 Light +3 A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
blood-soaked pair of iron boots of uncanny dodging (3 def, 3 armour) blood-soaked pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+0 eff.) Apr +4 ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of butchering (0 def, 1 armour) steady rough leather gloves of butchering (0 def, 1 armour)1.0 T1 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +10 (+4 eff.) Apr +5 ----- def ----- Armour +1 Resists +6% blight Phys.save +5 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +5 (+3 eff.) Disarm- +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cleansing rough leather hat of strength (+2) (0 def, 1 armour) cleansing rough leather hat of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight A hat made of leather. Very stylish. |
agate 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. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 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. |
17 aquamarine 17 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. |
11 opal 11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 amethyst 16 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. |
14 onyx 14 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli 15 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 emerald 27 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 garnet 20 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 quartz 17 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Ureslak's Focus Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Con +6 Mag Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+8 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Con +6 Mag Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+8 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tower Detonator Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor 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. |
crude acid groove crude acid groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
potent second skin potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 62% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 155] simple healing salve [power 155]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 62% cooldown modifier. Heal 155 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 15] potent water salve [power 15]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 62% cooldown modifier. Remove 1 mental effects and grants a water aura (15% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 118% efficiency and 62% cooldown modifier. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1) 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. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Darmok the Orc Psyshot level 10
29th Retaking 124th year of Ascendancy at 10:50 see stats
By Darmok the Orc Psyshot level 12
34th Retaking 124th year of Ascendancy at 03:33 see stats
By Darmok the Orc Psyshot level 1
10th Retaking 124th year of Ascendancy at 13:49 see stats
By Darmok the Orc Psyshot level 10
29th Retaking 124th year of Ascendancy at 05:56 see stats
By Darmok the Orc Psyshot level 20
1st Revenge 124th year of Ascendancy at 00:40 see stats
By Darmok the Orc Psyshot level 1
10th Retaking 124th year of Ascendancy at 13:49 see stats
By Darmok the Orc Psyshot level 1
10th Retaking 124th year of Ascendancy at 13:49 see stats
By Darmok the Orc Psyshot level 23
21st Revenge 124th year of Ascendancy at 03:27 see stats
Log
Voridherin the alchemist golem's Inner Demon casts Arcane Pull.
Voridherin the alchemist golem is pulled toward Voridherin the alchemist golem's Inner Demon!
Golem is pulled toward Voridherin the alchemist golem's Inner Demon!
Whitehoof ghoul is pulled toward Voridherin the alchemist golem's Inner Demon!
Voridherin the alchemist golem's Inner Demon hits Golem for 18 arcane damage.
Voridherin the alchemist golem's Inner Demon hits Whitehoof ghoul for (18 resist armour), 0 arcane (0 total damage).
Voridherin the alchemist golem's Inner Demon hits Voridherin the alchemist golem for 17 arcane damage.
Golem is corroded.
Darmok's Shoot hits Whitehoof ghoul for (28 resist armour), 0 physical (0 total damage).
Darmok's Shoot hits Golem for 118 physical, 2 nature, 6 acid, 28 physical, 29 acid (185 total damage).
Darmok's Shoot killed Golem!
You feel a surge of power as a powerful creature falls nearby.
Whitehoof ghoul hits Voridherin the alchemist golem's Inner Demon for 96 physical, 22 darkness, 26 cold (146 total damage).
Whitehoof ghoul killed Voridherin the alchemist golem's Inner Demon!
Voridherin the alchemist golem resists the blinding light!
Whitehoof ghoul has been harassed.
Talent Condensate is ready to use.
Mechanical Arms hits Whitehoof ghoul for (30 resist armour), 3 mind (4 total damage).
Mechanical Arms hits Voridherin the alchemist golem for 5 mind damage.
Bleeding from Voridherin the alchemist golem hits Darmok for 4 physical damage.
Darmok uses Condensate.
Whitehoof ghoul casts Rune: Acid Wave.
Darmok shrugs off the effect 'Disarmed'!
Voridherin the alchemist golem is suffering less.
Darmok hits Voridherin the alchemist golem for 206 fire damage.
Darmok hits Whitehoof ghoul for (30 resist armour), 191 fire (191 total damage).
Whitehoof ghoul hits Darmok for 131 acid damage.
Voridherin the alchemist golem uses To The Arms.
Saving game...