











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Effects Under Actors 1.7.0Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 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! 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 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:
Items Vault 1.7.0Donators/Buyers bonus! Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Shadowblade |
| Level / Exp | 31 / 60% |
| Size | big |
| Lifes / Deaths | Killed by Belosewyn the whitehoof ghoul at level 31 on the 25th Revenge 124th year of Ascendancy at 16:54 / 1 |
Primary Stats
| Strength | 38 (base 10) |
| Dexterity | 81 (base 60) |
| Constitution | 30 (base 10) |
| Magic | 53 (base 15) |
| Willpower | 29 (base 10) |
| Cunning | 90 (base 57) |
Resources
| Life | -76/873 |
| Mana | 257/395 |
| Stamina | 181/272 |
| Steam | 100/100 |
| Healing Factor | 1.3092147729954 |
| Regeneration | 6.8733775582258 |
Speed
| Mental | -1.987299214079E-12% |
| Attack | 0% |
| Movement | +42% |
| Spell | -1.9984014443253E-12% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 13 |
| Infravision | 17 |
| See Stealth | 74.03326605996 |
| See Invisible | 74.03326605996 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 71 |
| Crit Chance | 48% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 71 |
| Crit Chance | 47% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Darkness | +44% |
| Cold | +3% |
| Blight | +22% |
| Acid | +3% |
| Fire | +24% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +45% |
| Acid | +40% |
| Fire | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 17 (51.69962066283%) |
| Defense | 86 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 28 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 22%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 27%( 70%) |
| Darkness | + 38%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 80% |
| Poison Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| 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 129% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| 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 136% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Race / Whitehooves | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
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. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | 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. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | Olelandil (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex dps ---------- Phys.crit +7.0% Phys.pwr +5 (+2 eff.) Spell.pwr +8 (+3 eff.) Apr +7 ----- def ----- Armour +5 Resists +1% physical ---------- misc Stam/turn +1.10 Max.stam +17.00 A pair of boots made of leather. |
| Light source | Lavawarden the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +2 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Crit.dmg- 10.00% Mind.save +8 (+2 eff.) ---------- misc Light +7 See.Stealth +16 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ebonyimmortal (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +30% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +3 Fatigue +3% Resists +9% blight +3% darkness Mind.save +8 (+2 eff.) Silence- +0% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
| On hands | Sunkiss (0 def, 6 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +9% fire Res.pen +25% fire Acc +15 (+4 eff.) ----- def ----- Armour +6 Fatigue +3% HP.reg +5.00 Disarm- +80% ---------- misc Stam/turn +1.40 Max.stam +18.00 Infravis +1 Talents +3 Iron Grip Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Islyrana the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +26 (+5 eff.) Resists +7% physical +6% mind +3% nature Mind.save +12 (+4 eff.) Heal.mod +15% Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Khelyretofang the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +5 Wil +4 Cun +10 Con dps ---------- Phys.pwr +8 (+3 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +3% acid Res.pen +15% acid Melee Ret 2 acid ----- def ----- Resists +15% acid Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Emelina the Frigidquench0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +13% lightning +3% cold ----- def ----- Resists +26% lightning ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
| Around neck | starlit steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +12% light +12% darkness Blind- +23% ---------- misc Mana/turn +0.16 Max.mana +20.00 Amulets make your neck look great! |
| In main hand | Umbral Razor (25-32 power, 10 apr) 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness Against +28% Undead +28% Demon +28% Horror On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 2/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 162.95 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Khelirak the Obsidianbender 1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex +5 Wil +6 Cun +7 Lck dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% darkness ----- def ----- Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Stealth +8 Max.HP +58.00 ---------- misc T.Disarm +10 Light +3 Infravis +6 Size +1 A belt that goes around your waist. |
| In off hand | Silent Blade (25-32 power, 10 apr) 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence Against +28% Undead +28% Demon +28% Horror On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Has a 50% chance each turn to slash an adjacent enemy for 175 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Main armor | Worm Nest (0 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Str +6 Dex +21 Mag +6 Wil +6 Cun +6 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight Melee Ret 0 physical ----- def ----- Armour +0 Fatigue +0% Resists +13% all Dmg.red +22 all HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
movement infusion (speed 404%; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 404% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; mental; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 39; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 39 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Fungal Web0.1 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. |
2 schematic: Grounding Strap0.1 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. |
2 schematic: Razor Edge0.1 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: Saw 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. |
3 schematic: Water Salve0.1 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: Winterchill Edge0.1 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. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 13 light Ranged+ 19 light Dmg.mod +15% light Rings make your fingers look great! |
pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) Rings make your fingers look great! |
elemental stralite dagger of shearing (27-35 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 27.0 - 35.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 87 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +12% lightning +9% all Acc +5 (+2 eff.) Apr +5 Sharp, short and deadly. |
flaming stralite dagger of paradox (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane Power 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 temporal On Hit.r1 +5 fire While equipped: ----- def ----- Resists +13% temporal Sharp, short and deadly. |
Ce'Nominor the Splendourscar (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Spell.crit +10% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +9% light +15% blight Apr +2 ----- def ----- Armour +4 Resists +9% light Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Elywyn4.0 T2 steamgun 1H weapon Reqs Shoot [Rare] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Phasing +20% Ranged+ +11 lightning Uses 2.0 Steam While equipped: Stats +2 Wil +7 Cun +3 Con dps ---------- Dmg.mod +12% lightning Res.pen +25% acid ----- def ----- Die.at -60.00 life Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Signal4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 28 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
cashmere cloak 'Beleta' (15 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Wil +3 Con dps ---------- Res.pen +10% physical Apr +1 ----- def ----- Defense +15 (+3 eff.) Phys.save +17 (+9 eff.) Spell.save +8 (+4 eff.) Max.HP +54.00 ---------- misc Stam/turn +3.00 Max.mana +50.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Yarugrim the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil +2 Cun +12 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +10% arcane +18% temporal Res.pen +25% arcane ----- def ----- Resists +9% all ---------- misc Max.mana +49.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Cun, 30% Dex, 60% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
dwarven-steel gauntlets 'Plaguevengeance' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +2 Dex +4 Cun +2 Con dps ---------- Dmg.mod +6% nature Res.pen +5% nature Acc +5 (+2 eff.) Melee Ret 4 temporal ----- def ----- Armour +2 Fatigue +3% Phys.save +30 (+13 eff.) Spell.save +4 (+2 eff.) Mind.save +10 (+3 eff.) Disarm- +61% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +9 Crit +12.0% Atk.spd 83% Melee+ +6 physical On Hit: 10% Perfect Control 3 On Hit: 10% Juggernaut 1 On Hit: 10% Set Up 3 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+3 eff.) Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +26% Unarmed combat: Power 24.5 - 34.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
enlightening steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +17% acid Mind.save +13 (+4 eff.) A suit of armour made of mail. |
impenetrable stralite mail armour of implacability (4 def, 20 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +20 Defense +4 (+1 eff.) Fatigue +8% Phys.save +9 (+5 eff.) A suit of armour made of mail. |
troll-hide reinforced leather armour of the deep (12 def, 10 armour)9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +10 Defense +12 (+2 eff.) Fatigue +8% Resists +9% acid +8% cold Max.HP +30.00 HP.reg +10.40 Heal.mod +13% ---------- misc Breathe water A suit of armour made of leather. |
corrosive stralite shield of cold resistance (+10%) (0 def, 8 armour, 143.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 10% chance to reduce armor by 35% ----- def ----- Armour +8 Fatigue +8% Resists +10% acid +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
155 alchemist agate0.0 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. |
39 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
37 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
36 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 103% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
potent fiery salve [power 14] potent fiery salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent frost salve [power 14] potent frost salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 192] powerful pain suppressor salve [power 192]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -192 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
supercharged steel torque of mindblast [power 195] (19 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 195 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
44 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Dace the Whitehoof Shadowblade level 14
26th Retaking 124th year of Ascendancy at 17:54 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Dace the Whitehoof Shadowblade level 11
20th Retaking 124th year of Ascendancy at 04:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dace the Whitehoof Shadowblade level 10
18th Retaking 124th year of Ascendancy at 11:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dace the Whitehoof Shadowblade level 20
48th Retaking 124th year of Ascendancy at 09:05 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dace the Whitehoof Shadowblade level 30
17th Revenge 124th year of Ascendancy at 06:58 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dace the Whitehoof Shadowblade level 29
17th Revenge 124th year of Ascendancy at 00:18 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Dace the Whitehoof Shadowblade level 24
11st Revenge 124th year of Ascendancy at 11:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dace the Whitehoof Shadowblade level 16
29th Retaking 124th year of Ascendancy at 01:27 see stats
Log
Dace resists the vile poison!
Melee retaliation hits Belosewyn the whitehoof ghoul for (1 flat reduction), 0 acid (0 total damage).
Belosewyn the whitehoof ghoul hits Dace for (22 flat reduction), 110 physical, (7 flat reduction), 0 fire (110 total damage).
Dace hits Belosewyn the whitehoof ghoul for (48 flat reduction), 22 darkness (22 total damage).
Belosewyn the whitehoof ghoul's beam trap hits Dace for (22 flat reduction), 113 arcane (113 total damage).
Dace's fades into the shadows.
Dace resists the vile poison!
Dace's Iron Grip is disrupted by his wounds!
Talent Snap is ready to use.
Talent Whirlwind is ready to use.
Talent Congeal Time is ready to use.
Talent Dig is ready to use.
Melee retaliation hits Belosewyn the whitehoof ghoul for (1 flat reduction), 0 acid (0 total damage).
Belosewyn the whitehoof ghoul hits Dace for (23 parried), (22 flat reduction), 93 physical, (7 flat reduction), 0 fire, (22 flat reduction), 5 fire (98 total damage).
Burning from Belosewyn the whitehoof ghoul hits Dace for (5 flat reduction), 0 fire (0 total damage).
Burning Shock from Belosewyn the whitehoof ghoul hits Dace for (18 flat reduction), 0 fire (0 total damage).
Dace receives 15 healing from Temporal Restoration Field.
Belosewyn the whitehoof ghoul is not stunned anymore.
Dace fumbles and fails to use Attack, injuring himself!
Fumble from Belosewyn the whitehoof ghoul hits Dace for (22 flat reduction), 231 physical (231 total damage).
Dace's Cloak of Daggers lashes out, cutting Belosewyn the whitehoof ghoul!
Dace hits Belosewyn the whitehoof ghoul for (48 flat reduction), 26 physical (26 total damage).
Belosewyn the whitehoof ghoul's beam trap hits Dace for (22 flat reduction), 113 arcane (113 total damage).
Belosewyn the whitehoof ghoul's weapon surges with fire!
Dace resists the vile poison!
Melee retaliation hits Belosewyn the whitehoof ghoul for (1 flat reduction), 0 acid (0 total damage).
Belosewyn the whitehoof ghoul hits Dace for (23 parried), (22 flat reduction), 227 physical (227 total damage).
Dace the level 31 whitehoof shadowblade was pierced to death by Belosewyn the whitehoof ghoul on level 2 of Krimbul Territory.

























































































































