
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.0Official 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.
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Better Item Description 1.7.2This 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 Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 11 / 57% |
| Size | big |
| Lifes / Deaths | Killed by Gunsnake at level 11 on the 52nd Dusk 122nd year of Ascendancy at 21:50 / 1 |
Primary Stats
| Strength | 38 (base 14) |
| Dexterity | 30 (base 28) |
| Constitution | 29 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 47 (base 30) |
Resources
| Life | -5/344 |
| Mana | 80/200 |
| Steam | 0/100 |
| Healing Factor | 1.2977995086789 |
| Regeneration | 5.2271371456785 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 19 |
| See Invisible | 25 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 36 |
| Crit Chance | 17% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 36 |
| Crit Chance | 14% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +11% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.08934837382 (81.151787968034%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 31 |
| Physical Save | 21 |
| Spell Save | 16 |
| Mental Save | 24 |
Defense: Resistances
| Darkness | + 7%( 70%) |
| Acid | + 4%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 19%( 70%) |
| Blight | + 4%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 26%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 90% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 159 damage for 3 turns. Its effects scale with your Dexterity 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 86%. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * '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 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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 | Cyrotta (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Acc +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +1.00 Light +3 Infravis +2 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of iron shots 'Blizzardblight' (13/13, 15-18 power, 1 apr) 3.0 T1 shot ammo [Rare] Nature Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +5.0% Capacity 13 Proj.spd +200% Ranged+ +10 fire On Hit.r1 +16 cold On Crit.r2 +7 fire While equipped: ---------- misc Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Glorulerimina the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +1 Wil +3 Cun dps ---------- Crit.mult +5.00% ----- def ----- Resists +1% physical Max.HP +42.00 ---------- misc Equi/ret +0.04 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 | Getildil (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +5 Cun dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light Crit.dmg- 5.00% A pointy cloth hat, very wizardly... |
| On hands | Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Disarm- +70% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 41.80 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Layuwen the steel steamgun 4.0 T2 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+4 eff.) Mind.pwr +5 (+3 eff.) Acc +6 (+3 eff.) Melee Ret 2 mind ----- def ----- Resists +9% fire ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Coalquarry1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Res.pen +5% nature On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +3% darkness HP.reg +0.60 Heal.mod +10% ---------- misc Max.psi +40.00 A belt that goes around your waist. |
| In off hand | reinforced steel steamsaw (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam When used to Attack: Block +30 While equipped: ----- def ----- Armour +5 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Elutha (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Cun +1 Str dps ---------- Spell.crit +3% Phasing +20% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron plate armour of temporal resistance (0 def, 17 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +17 Fatigue +23% Resists +16% temporal A suit of armour made of metal plates. |
Inventory
movement infusion of the duelist (speed 507%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 507% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the duelist (heal 162; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. 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. |
schematic: Corrosive Shell0.1 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: Explosive Shell0.1 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: Spike Attachment0.1 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. |
thought-forged iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Psionic Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 12% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
iron greatmaul of massacre (29-44 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
iron greatsword 'Bokublek' (22-36 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +16 physical While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +10% physical ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Massive two-handed swords. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+11 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
rough leather belt 'Murkmoon'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% temporal Melee Ret 2 darkness 4 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 17% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
Airsnake (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +6% lightning Res.pen +15% blight ----- def ----- Armour +1 Crit.dmg- 5.00% A pair of boots made of leather. |
reinforced iron shield (0 def, 4 armour, 8-10 power, 45 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +45 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 126] simple healing salve [power 126]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 126 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 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. |
barbed pouch of iron shots of accuracy (20/20, 21-25 power, 1 apr)3.0 T1 shot ammo [Ego+] Master Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +10.0% Capacity 20 On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
2 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Avitus the Cornac Annihilator level 10
27th Dusk 122nd year of Ascendancy at 07:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Avitus the Cornac Annihilator level 10
1st Summertide 122nd year of Ascendancy at 18:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Avitus the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 10:07 see stats
Log
Melee retaliation hits Gunsnake for (2 flat reduction), 0 mind, (10 blocked), 0 physical, (1 flat reduction), 0 mind, (10 blocked), 0 physical (0 total damage).
Gunsnake hits Avitus for (4 exoskeleton), 4 physical, (2 exoskeleton), 2 nature, (6 exoskeleton), 6 fire, (2 exoskeleton), 2 physical, (4 exoskeleton), 4 physical, (6 exoskeleton), 6 fire, (2 exoskeleton), 2 physical (27 total damage).
You COULD NOT SHOOT your Layuwen the steel steamgun (Resource: Steam).
Burning from Gunsnake hits Avitus for (4 exoskeleton), 4 fire (4 total damage).
Bleeding from Gunsnake hits Avitus for (1 exoskeleton), 1 physical (1 total damage).
Gunsnake uses To The Arms.
Avitus is suffering and fails to concentrate on dealing damage.
Melee retaliation hits Gunsnake for (2 flat reduction), 0 mind, (10 flat reduction), 0 physical (0 total damage).
Gunsnake hits Avitus for (5 exoskeleton), 5 physical, (2 exoskeleton), 2 nature, (6 exoskeleton), 6 fire, (2 exoskeleton), 2 physical (16 total damage).
Avitus misses Something.
You COULD NOT SHOOT your Layuwen the steel steamgun (Resource: Steam).
Talent Grenade Launcher is ready to use.
Talent Block is ready to use.
Talent Heavy Weapon Expertise is ready to use.
Talent Iron Grip is ready to use.
Burning from Gunsnake hits Avitus for (5 exoskeleton), 5 fire (5 total damage).
Bleeding from Gunsnake hits Avitus for (1 exoskeleton), 1 physical (1 total damage).
The Cog spins up and deflects the blow from Avitus!
The Cog spins up and deflects the blow from Avitus!
Something hits Avitus for 0 physical, (2 exoskeleton), 2 nature, (6 exoskeleton), 6 fire, 0 physical, (2 exoskeleton), 2 physical, (3 exoskeleton), 9 fire, (0 exoskeleton), 5 physical (24 total damage).
Avitus activates Shockstaff.
Avitus misses Gunsnake.
Your Layuwen the steel steamgun CANNOT SHOOT (Resource: Steam).
Avitus deactivates Flamethrower.
Avitus hits Gunsnake for (8 flat reduction), 0 fire, (6 flat reduction), 0 fire, (4 flat reduction), 0 mind (0 total damage).
Melee retaliation hits Gunsnake for (2 flat reduction), 0 mind, (8 flat reduction), 0 physical, (1 flat reduction), 0 mind, (8 flat reduction), 0 physical (0 total damage).
Gunsnake hits Avitus for (0 exoskeleton), 6 physical, (0 exoskeleton), 4 nature, (0 exoskeleton), 12 fire, (0 exoskeleton), 4 physical, (0 exoskeleton), 3 physical, (0 exoskeleton), 12 fire (41 total damage).
Avitus the level 11 cornac annihilator was slowly cooked to death by Gunsnake on level 2 of Scintillating Caves.

















































































