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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Showing Items Tier in Inventory 1.7.2This 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 | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 25 / 89% |
| Size | big |
| Lifes / Deaths | Killed by Gelaith the ritch larva at level 25 on the 18th Dearth 124th year of Ascendancy at 05:28 / 2Killed by Yvulera the larvae bloated ritch mother at level 25 on the 18th Dearth 124th year of Ascendancy at 05:38 |
Primary Stats
| Strength | 88 (base 55) |
| Dexterity | 17 (base 10) |
| Constitution | 32 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 59 (base 48) |
Resources
| Life | -75/701 |
| Steam | 100/100 |
| Healing Factor | 1.4724420161895 |
| Regeneration | 4.785436552616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 27 |
| Crit Chance | 17% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 27 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Light | +10% |
| Nature | +8% |
| Physical | +8% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 50.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 47 |
| Physical Save | 46 |
| Spell Save | 24 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 32%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 46%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Stun Resistance | 24% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. 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 142% efficiency and cooldown mod of 83%. 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 119% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. |
Class Talents
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Furnace | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | 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 |
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 |
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 | Anti-Gravity Boots (8 def, 8 armour) 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats Str +5, Dex +4 offense ------ Steampower +3 (+0 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +1 Rocket Boots These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (65 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (112 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 10/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| On hands | corrosive dwarven-steel gauntlets of butchering (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) On-Hit 5 acid Damage +4% acid Accuracy +5 (+3 eff.) Ignore Armor +6 defense ------ Armor +2 Fatigue +3% Resistance +7% blight, +5% acid Spell save +8 (+4 eff.) other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | evasive ash totem of summon tentacle [power 155] (4/25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 382 Base Damage: 176 Armor: 7 All Resist: 7 Puts all charms on 25 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Str +2 defense ------ Armor +4 Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+8 eff.) Mind save -7 (-5 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | crackling steel steamsaw of shrapnel (13-20 power, 0 apr) 3.0 Encumbrance T2 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On Hit: * splashes acid on your target dealing 47 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Dex +2 offense ------ On shield block: * Cause enemies within radius 6 to bleed for 241 physical damage over 5 turns (1/turn) When Hit 5 lightning defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +11% lightning 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! |
| Around waist | nightruned hardened leather belt of the mystic1.0 Encumbrance T3 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +8% light, +6% darkness Mind save +7 (+3 eff.) A belt that goes around your waist. |
| In off hand | flaming dwarven-steel steamsaw of daylight (20-31 power, 0 apr) 3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +40 On-hit +5 light Damage Against +8% Undead On-Hit, radius 1 +7 fire On Hit: * splashes acid on your target dealing 35 damage and reducing their armor Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+5 eff.) Resistance +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | impenetrable steel plate armour of the dragon (0 def, 16 armour)17.0 Encumbrance T2 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +6% acid, +6% physical +7% fire, +7% lightning +7% cold Disarm Resist +22% Stun Resist +24% Knockbk Resist +21% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
wild infusion of the duelist (res 21%; mental, physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 3 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 nature talent. |
shielding rune of the warrior (absorb 419; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 419 damage for 4 turns. 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 spell talent. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
savior's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats Mag +2 offense ------ Spellpower/crit +3 defense ------ Physical save +10 (+3 eff.) Spell save +12 (+6 eff.) Mind save +14 (+7 eff.) other ------- Mana/turn +0.15 Max mana +24.00 Amulets make your neck look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 7.50 cold and 8.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +7 (+3 eff.) defense ------ Blind Resist +26% other ------- Infravision +3 See Stealth +9 See Invisibility +7 Rings make your fingers look great! |
balanced steel greatsword of dampening (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt/Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+5 eff.) defense ------ Defense +7 (+4 eff.) Resistance +10% acid, +12% lightning +10% cold, +12% fire, +3% all Spell save +9 (+5 eff.) Disarm Resist +32% Massive two-handed swords. |
Girin the thorny mindstar (7-8 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Weapon Damage 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Cun +2 offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 6 acid Damage +10% acid Ignore resists +8% acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% lightning, +3% temporal +9% cold, +11% fire, +4% acid Life +14.00 Life Regen +3.70 other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption 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. |
blooming vined mindstar (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 4.0 - 4.4 Nature 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.) defense ------ Healmod +13% Heal-on-summon +26 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. |
vined mindstar of balance (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature 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% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Physical save +2 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.50 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. |
ash magestaff 'Duatheltickler' (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +9% acid, +15% arcane +6% darkness Ignore resists +5% light When Hit 8 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +6 (+3 eff.) Resistance +3% darkness other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 48.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Bloomwolf the steel steamsaw (15-22 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 On Critical: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: offense ------ Physical Crit +6.0% Physical Power +7 (+1 eff.) Ignore resists +20% nature defense ------ Armor +7 Defense +4 (+2 eff.) Fatigue +6% Resistance +3% light, +2% physical Life Regen +2.00 Healmod +5% 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! |
focusing cashmere robe of the mountain (+11%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats Mag +4, Wil +4 offense ------ Damage +11% physical defense ------ Resistance +11% all, +11% physical other ------- Mana/turn +0.15 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) defense ------ Resistance +11% all Spell save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 50% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
miner's pair of hardened leather boots of speed (0 def, 5 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +5 other ------- Infravision +1 A pair of boots made of leather. |
cleansing stralite mail armour of clarity (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego] Disrupt/Psionic While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +10% blight, +6% mind +12% nature Mind save +14 (+7 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: Stats Wil +1 defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +10% blight, +13% darkness other ------- Light +1 A suit of armour made of mail. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
Tower Detonator0.0 Encumbrance 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 42/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats Mag +4 offense ------ Spellpower +6 (+3 eff.) other ------- Light +5 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. |
Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 14] simple frost salve [power 14]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 57% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 169] simple healing salve [power 169]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 119% efficiency and 57% cooldown modifier. Heal 169 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
good acid groove0.0 Encumbrance T2 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! |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats Cun +8 offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
powerful ash totem of summon tentacle [power 155] (4/25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 338 Base Damage: 175 Armor: 7 All Resist: 8 Puts all charms on 25 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Nimymadil the Orc Sawbutcher level 21
47th Revenge 124th year of Ascendancy at 13:12 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Nimymadil the Orc Sawbutcher level 15
32nd Retaking 124th year of Ascendancy at 16:39 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nimymadil the Orc Sawbutcher level 10
17th Retaking 124th year of Ascendancy at 22:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nimymadil the Orc Sawbutcher level 20
20th Revenge 124th year of Ascendancy at 06:37 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Nimymadil the Orc Sawbutcher level 22
15th Pain 124th year of Ascendancy at 22:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nimymadil the Orc Sawbutcher level 17
39th Retaking 124th year of Ascendancy at 21:29 see stats
Log
Ritch larva performs a diseased attack against Nimymadil.
Nimymadil is afflicted by a rotting disease!
Melee retaliation hits Ritch larva for 4 lightning damage.
Melee retaliation hits Ritch larva for 4 lightning damage.
Ritch larva hits Nimymadil for 4 blight damage.
Ritch larva hits Nimymadil for 4 blight damage.
Nimymadil stops burning.
Talent Hold the Ground is ready to use.
Talent Take a Bite is ready to use.
Rotting Disease from Ritch larva hits Nimymadil for 10 blight damage.
Larvae Infestation from Yvulera the larvae bloated ritch mother hits Nimymadil for 9 physical damage.
Deadly Poison from Yvulera the larvae bloated ritch mother hits Nimymadil for 33 nature damage.
Bleeding from Nimymadil hits Ritch centipede for 17 physical damage.
Nimymadil is confused and fails to use Attack.
Ritch larva shrieks.
Nimymadil seems more focused.
Nimymadil roars with rage shaking off 1 mental debuffs!
Melee retaliation hits Arerada the larvae bloated ritch mother for 4 lightning, 4 lightning (7 total damage).
Melee retaliation hits Ritch centipede for 4 lightning damage.
Arerada the larvae bloated ritch mother hits Nimymadil for 41 physical, 5 acid, 13 physical, 5 nature, 5 acid (70 total damage).
Ritch centipede hits Nimymadil for 7 blight damage.
Melee retaliation hits Ritch larva for 4 lightning damage.
Melee retaliation hits Ritch larva for 4 lightning damage.
Ritch larva hits Nimymadil for 5 blight damage.
Ritch larva hits Nimymadil for 4 blight damage.
Poison bursts out of Nimymadil's corpse!
Melee retaliation hits Yvulera the larvae bloated ritch mother for 3 lightning damage.
Yvulera the larvae bloated ritch mother hits Nimymadil for 77 physical damage.
Nimymadil the level 25 orc sawbutcher was raked to death by Yvulera the larvae bloated ritch mother on level 2 of Ritch Hive.



























































































