











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: 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:
Select your Escorts 1.7.0Allows 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 1.7.4Official 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:
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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Alchemist |
| Level / Exp | 13 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Emaravena the skeleton mage at level 13 on the 2nd Wealth 122nd year of Ascendancy at 07:44 / 2Killed by netherworm mass at level 13 on the 2nd Wealth 122nd year of Ascendancy at 07:59 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 35 (base 28) |
| Magic | 39 (base 39) |
| Willpower | 20 (base 11) |
| Cunning | 16 (base 10) |
Resources
| Life | -88/411 |
| Mana | 180/254 |
| Positive | 66/86 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 0.29791650043295 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 5 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Acid | +16% |
| Light | +7% |
| Lightning | +14% |
| Cold | +8% |
| Arcane | +14% |
| Fire | +15% |
| All | +5% |
Offense: Damage Penetration
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 9.0000000000002 (30%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 1 |
| Physical Save | 26 |
| Spell Save | 20 |
| Mental Save | 12 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 36%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 14%( 70%) |
| Mind | + 12%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
| Disarm Resistance | 21% |
| Poison Resistance | 40% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (44 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Fire alchemy | 1.42 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | 135 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | Tundratorrent the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Str offense ------ Physical Crit +1.0% Critical power +5.00% Damage +3% cold When Hit 14 fire defense ------ Resistance +3% mind +5% fire Physical save +3 (+2 eff.) Unlife -60.00 life 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. |
| On head | stabilizing rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +11 (+6 eff.) A cap made of leather. |
| Tool | soothing elm wand of lightning storm [power 128] (9/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (145 total damage) Puts all charms on 15 turn cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Galenoon the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% lightning +9% arcane +3% light Ignore resists +25% lightning When Hit 2 light defense ------ Life +21.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
| On fingers | copper ring 'Ce'Nebeth'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +25% acid +3% fire +1% physical Unlife -20.00 life Poison Resist +20% Rings make your fingers look great! |
| Around waist | Nerunn the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spell Crit +1% Spellpower +10 (+3 eff.) Spellpower/crit +4 When Hit 2 arcane defense ------ Resistance +5% light +6% darkness other ------- Max mana +20.00 A belt that goes around your waist. |
| In main hand | Bregirelach the elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Physical Crit +3.0% Spell Crit +1% Spellpower +13 (+4 eff.) Damage +10% fire defense ------ Armor +5 Defense +4 (+4 eff.) other ------- Mana/turn +0.04 Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
| Main armor | linen robe of power (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +5% all defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Salamira' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +9% cold Crit Resistance 15.00% Blind Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Raguregorain the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Dex +4 Con offense ------ Physical Power +5 (+3 eff.) Ignore Armor +2 defense ------ Armor +2 other ------- Masteries +0.12 Spell/Fire alchemy Amulets make your neck look great! |
Inventory
healing infusion (heal 49; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 49 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 91; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 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. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 181; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 181 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aroderekan the steel battleaxe (24-36 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 24.5 - 36.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +10 lightning +7 cold While equipped: offense ------ Move Speed +33% Damage +3% mind Ignore resists +12% lightning +9% cold +9% physical Accuracy +12 (+12 eff.) Ignore Armor +9 defense ------ Resistance +3% light +6% blight Massive two-handed battleaxes. |
Arcveil the iron greatmaul (29-43 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +5.00% Spellpower +10 (+3 eff.) defense ------ Resistance +9% lightning other ------- Mana/turn +0.20 Massive two-handed mauls. |
Samisadas the steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Disrupt/Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% Damage Against +7% Unnatural On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Wil offense ------ Physical Crit +5.0% Physical Power +6 (+3 eff.) Ignore resists +6% all Accuracy +9 (+9 eff.) Ignore Armor +6 defense ------ Resistance +6% light other ------- Hate-on-crit +1.00 One-handed war axes. |
hateful steel dagger of massacre (17-22 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master/Psionic Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living Sharp, short and deadly. |
steel dagger of massacre (17-22 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
nature's vined mindstar of clarity (4-4 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Mind save +3 (+3 eff.) Disease Resist +13% other ------- Max psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of disruption (4-4 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% Damage Against +11% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
swashbuckler's iron steamsaw (9-13 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 9.0 - 13.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +11 Uses 1.0 Steam While equipped: Stats +2 Str +2 Dex offense ------ Accuracy +6 (+6 eff.) defense ------ Armor +2 Defense +2 (+2 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! |
exposing steel steamsaw of arcane resistance (+10%) (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Psionic/Steamtech Weapon Damage 14.5 - 21.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 6% chance to reduce all saves and defense by 15 When Hit: * 14% chance to reduce all saves and defense by 15 defense ------ Armor +3 Defense +4 (+4 eff.) Fatigue +6% Resistance +10% arcane 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! |
reinforced steel steamsaw of cold resistance (+15%) (15-23 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Weapon Damage 15.5 - 23.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 Uses 1.0 Steam When used to Attack: Block +27 While equipped: defense ------ Armor +5 Defense +4 (+4 eff.) Fatigue +6% Resistance +15% cold 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! |
swashbuckler's steel steamsaw of massacre (19-29 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 19.5 - 29.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam While equipped: Stats +1 Str +3 Dex offense ------ Accuracy +4 (+4 eff.) defense ------ Armor +3 Defense +4 (+4 eff.) Fatigue +6% 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! |
ranger's elm longbow4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Dex Longbows are used to shoot arrows at your foes. |
blazing pouch of iron shots of accuracy (13/13, 15-18 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +1 Critical Rate +4.0% Capacity 13 On-ranged-hit +9 fire On-crit, radius 2 +6 fire Shots are used with slings to pummel your foes to death. |
shimmering linen robe of light (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% light +12% arcane defense ------ Resistance +15% light +7% all other ------- Max mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of corrosion (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +12% acid defense ------ Resistance +18% acid +9% all Mind save +20 (+14 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +13% blight +5% physical +12% nature Physical save +12 (+6 eff.) A suit of armour made of leather. |
Bokarand the Blizzardbiter (2 def, 6 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +9% cold Ignore Armor +4 defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% acid +6% cold +1% physical Unlife -60.00 life other ------- Breathe water A suit of armour made of mail. |
enlightening iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Mind save +11 (+9 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of lightning resistance (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% lightning A suit of armour made of mail. |
iron plate armour 'Bethossra' (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Rare] Psionic While equipped: offense ------ Ignore resists +20% mind defense ------ Armor +7 Fatigue +22% Resistance +9% acid +1% physical +5% mind Mind save +12 (+10 eff.) Life +20.00 Silence Resist +10% Pinning Resist +10% A suit of armour made of metal plates. |
Tiderage the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +3% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Resistance +3% mind +5% light +6% darkness A belt that goes around your waist. |
thick linen cloak of the Shaloren (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +11% cold 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 of tirelessness (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 +20 Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
pair of iron boots 'Dazzlequill' (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +6% light +12% temporal Ignore resists +15% light +5% mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +2% Resistance +5% cold +6% fire +3% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand hardened leather gloves (0 def, 8 armour)1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 10 physical Damage +3% physical defense ------ Armor +8 Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 9 acid Damage +5% acid defense ------ Armor +2 Fatigue +3% Resistance +6% acid Unarmed combat: Weapon Damage 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +5 acid On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
2 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Voreldata the Blizzardwalker2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Str +2 Dex offense ------ Damage +6% cold defense ------ Resistance +3% fire other ------- Light +6 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. |
scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +5% mind When Hit 11 fire defense ------ Resistance +5% fire 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dorfchemist the Dwarf Alchemist level 12
26th Profit 122nd year of Ascendancy at 14:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dorfchemist the Dwarf Alchemist level 10
4th Profit 122nd year of Ascendancy at 18:35 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dorfchemist the Dwarf Alchemist level 5
18th Voratun 122nd year of Ascendancy at 12:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dorfchemist the Dwarf Alchemist level 8
1st Profit 122nd year of Ascendancy at 11:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dorfchemist the Dwarf Alchemist level 12
10th Profit 122nd year of Ascendancy at 04:00 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Dorfchemist the Dwarf Alchemist level 13
2nd Wealth 122nd year of Ascendancy at 07:44 see stats
Log
Dorfchemist's deep wound closes.
Dorfchemist is cured!
Arulle the king cobra uses Snap.
Netherworm mass leeches life from Dorfchemist!
Dorfchemist hits Netherworm mass for 17 healing, 16 healing, 14 healing (0 total damage) [49 healing].
Melee retaliation hits Netherworm mass for 17 fire, 2 arcane, 16 light, 17 fire, 2 arcane, 16 light (72 total damage).
Netherworm mass hits Dorfchemist for 16 temporal, 15 darkness, 13 darkness (45 total damage).
Netherworm mass leeches life from Dorfchemist!
Dorfchemist hits Netherworm mass for 17 healing, 16 healing, 3 healing (0 total damage) [37 healing].
Melee retaliation hits Netherworm mass for 17 fire, 2 arcane, 16 light, 17 fire, 2 arcane, 16 light (72 total damage).
Netherworm mass hits Dorfchemist for 16 temporal, 15 darkness, 17 darkness (49 total damage).
Arulle the king cobra uses Perfect Strike.
Dorfchemist casts Smoke Bomb.
Arulle the king cobra activates Stealth.
Talent Throw Bomb is ready to use.
Dorfchemist instinctively hardens her skin and ignores the attack!
Dorfchemist repels an attack from Netherworm mass.
Melee retaliation hits Netherworm mass for 17 fire, 2 arcane, 16 light (36 total damage).
Netherworm mass hits Dorfchemist for 13 darkness damage.
Netherworm mass hits Dorfchemist for 15 temporal, 14 darkness, 14 darkness (44 total damage).
Melee retaliation hits Netherworm mass for 17 fire, 2 arcane, 16 light, 17 fire, 2 arcane, 16 light (72 total damage).
Dorfchemist instinctively hardens her skin and ignores the attack!
Dorfchemist repels an attack from Netherworm mass.
Dorfchemist instinctively hardens her skin and ignores the attack!
Dorfchemist repels an attack from Netherworm mass.
Netherworm mass hits Dorfchemist for 16 temporal damage.
Melee retaliation hits Netherworm mass for 17 fire, 2 arcane, 16 light, 17 fire, 2 arcane, 16 light (72 total damage).
Dorfchemist the level 13 dwarf alchemist was replaced by a time clone (and no one ever knew the difference) to death by a netherworm mass on level 2 of Ruins of Kor'Pul.
























































































