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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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 1.7.4Official 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.
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Better Item Description 1.7.4This 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 1.7.4Official 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! True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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 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:
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 Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 28 / 69% |
| Size | big |
| Lifes / Deaths | Killed by wretchling at level 24 on the 52nd Retaking 124th year of Ascendancy at 04:58 3 / 3Killed by Velomira the tiger at level 25 on the 9th Revenge 124th year of Ascendancy at 20:17 Killed by Poreldann the sun paladin at level 28 on the 11st Revenge 124th year of Ascendancy at 06:25 |
Primary Stats
| Strength | 87 (base 48) |
| Dexterity | 26 (base 15) |
| Constitution | 82 (base 55) |
| Magic | 1 (base 2) |
| Willpower | 5 (base 1) |
| Cunning | 74 (base 59) |
Resources
| Life | 1038/1038 |
| Steam | 139/139 |
| Healing Factor | 1.7791130909116 |
| Regeneration | 17.62483503093 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 60 |
| Crit Chance | 39% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 60 |
| Crit Chance | 40% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 1 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +19% |
| Acid | +29% |
| Fire | +18% |
| All | +8% |
Offense: Damage Penetration
| All | +13% |
Defense: Base
| Armour (hardiness) | 98.255795327849 (100%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 37 |
| Physical Save | 51 |
| Spell Save | 2 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Light | + 32%( 70%) |
| Lightning | + 30%( 70%) |
| Mind | + 33%( 70%) |
| Physical | + 36%( 70%) |
| Fire | + 70%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Teleport Resistance | 100% |
| Confusion Resistance | 20% |
| Pinning Resistance | 100% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 55% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 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 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Sawmaiming | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Steamtech / Butchery | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
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 |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | 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 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Phys.save +9 (+3 eff.) Pinning- +65% Knockbk- +15% Teleport- +100% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (84 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (143 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 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 | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +42.00 Heal.mod +11% ---------- misc 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 | mindcaging dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +6 Cun ----- def ----- Armour +4 Fatigue +4% Resists +10% mind Mind.save +19 (+8 eff.) Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | rogue's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +6 (+2 eff.) Resists +11% mind Rings make your fingers look great! |
| On fingers | Mayutha0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +21% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 18 * 10% chance to reduce armor by 5% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
| Around neck | serendipitous gold amulet of mastery (0.20 Steamtech / Chemistry)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Lck dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +11 (+4 eff.) Unseen.red 13% ---------- misc Masteries +0.20 Steamtech/Chemistry Amulets make your neck look great! |
| In main hand | The Lumberator (27-40 power, 19 apr) 3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Hit: * splashes acid on your target dealing 49 damage and reducing their armor On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | wrathful stralite steamsaw of fire resistance (+6%) (33-50 power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +76 On Hit: * splashes acid on your target dealing 54 damage and reducing their armor Uses 1.0 Steam When used to Attack: On Crit.r2 +15 light +18 fire While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +6% light +24% fire ---------- misc 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 | cashmere cloak of fog (8 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +18% lightning +11% fire +14% light Stealth +7 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing dwarven-steel plate armour of implacability (0 def, 29 armour) 17.0 T3 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 10 acid 14 fire Melee Ret 10 acid 9 fire 30 physical ----- def ----- Armour +29 Fatigue +17% Resists +14% acid +15% fire Phys.save +11 (+4 eff.) A suit of armour made of metal plates. |
Inventory
schematic: Acid Groove0.1 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: Armour Reinforcement0.1 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: Iron Grip0.1 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: Mental Stimulator0.1 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: Pain Suppressor 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: 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. |
schematic: Steamgun0.1 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: Steamsaw0.1 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: Waterproof Coating0.1 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: White Light Emitter0.1 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. |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +13% nature +14% blight Poison- +20% Disease- +23% Amulets make your neck look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
Glacierreaper the dwarven-steel dagger (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 lightning +12 cold On Crit.r2 +4 cold On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +10 (+2 eff.) Dmg.mod +9% lightning +6% cold Melee Ret 6 lightning ----- def ----- Resists +15% cold +6% temporal Sharp, short and deadly. |
Frozenshine (40-59 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +12 cold While equipped: dps ---------- Acc +16 (+4 eff.) ----- def ----- Defense +27 (+9 eff.) Resists +21% cold HP.reg +4.00 Disarm- +53% ---------- misc Light +2 Infravis +2 Massive two-handed mauls. |
dwarven-steel greatsword of evisceration (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +12 (+3 eff.) Massive two-handed swords. |
chilling dwarven-steel longsword (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +13 cold Sharp, long, and deadly. |
pulsing mindstar of gales (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +7% lightning +5% cold +8% physical ----- def ----- Defense +13 (+4 eff.) Pinning- +15% ---------- misc 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. |
resonating pulsing mindstar of balance (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +6% mind Res.pen +3% mind ----- def ----- Resists +3% mind Dmg.Resnn +9% Phys.save +5 (+2 eff.) Spell.save +5 (+5 eff.) Mind.save +9 (+4 eff.) ---------- misc Equi/ret +1.60 Psi/ret +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. |
steady dwarven-steel steamgun of cold4.0 T3 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +9% cold Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Viletooth (20-30 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
blazebringer's dwarven-steel waraxe (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Nature Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +43 fire While equipped: dps ---------- All.spd +3% Res.pen +5% fire One-handed war axes. |
Duskravager the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +8 Mag +3 Wil +4 Cun dps ---------- Mind.crit +6% Dmg.mod +12% nature Res.pen +15% darkness Melee Ret 2 nature ----- def ----- Defense +2 (+1 eff.) Resists +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of nature (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +14% nature ----- def ----- Resists +21% nature +9% all Mind.save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 223.66 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness ---------- misc Infravis +2 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +13.0% Atk.spd 83% Melee+ +9 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 4.2 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% blight +13% nature +22% acid A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+5 eff.) HP.reg +3.10 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
prismatic hardened leather armour of command (14 def, 11 armour)9.0 T3 light armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +14 (+5 eff.) Fatigue +8% Resists +12% light +12% darkness Mind.save +13 (+6 eff.) A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
dwarven-steel plate armour 'Aerayavena' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Crit.mult +20.00% Dmg.mod +18% mind ----- def ----- Armour +11 Fatigue +22% Mind.save +6 (+3 eff.) HP.reg +3.60 ---------- misc Stam/turn +1.40 Max.psi +20.00 A suit of armour made of metal plates. |
warded dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 34-41 power, 85.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 34.5 - 41.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +18% fire ---------- misc Wards +6 lightning +4 temporal +4 darkness +3 fire +5 nature +4 blight +4 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
3 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. |
alchemist's lamp 'Treekiss'1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +18% nature +3% fire Res.pen +10% nature ----- def ----- Defense +11 (+4 eff.) Resists +9% blight +3% nature Phys.save +11 (+4 eff.) Spell.save +13 (+13 eff.) Mind.save +15 (+6 eff.) HP.reg +3.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Yeti's Muscle Tissue (Behemoth)1.0 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 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 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. |
2 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 51% 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. |
self-loading pouch of dwarven-steel shots of accuracy (19/19, 36-43 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +13 Apr +3 Crit +5.0% Capacity 19 Rld cld 5 Shots are used with slings to pummel your foes to death. |
steel crystal plating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
evasive dwarven-steel torque of mindblast [power 235] (15 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 280 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
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. |
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. |
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
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Butcher the Orc Sawbutcher level 13
32nd Retaking 124th year of Ascendancy at 17:55 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Butcher the Orc Sawbutcher level 14
35th Retaking 124th year of Ascendancy at 01:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Butcher the Orc Sawbutcher level 10
14th Retaking 124th year of Ascendancy at 14:41 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Butcher the Orc Sawbutcher level 20
40th Retaking 124th year of Ascendancy at 13:28 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Butcher the Orc Sawbutcher level 22
51st Retaking 124th year of Ascendancy at 16:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Butcher the Orc Sawbutcher level 21
41st Retaking 124th year of Ascendancy at 06:16 see stats
Log
Butcher picks up (B.): prismatic hardened leather armour of command (14 def, 11 armour).
Poreldann the sun paladin casts Blood Spray.
Butcher is afflicted by a rotting disease!
Bone Spike hits Butcher for 39 physical damage.
Poreldann the sun paladin hits Butcher for 178 blight damage.
Butcher uses Infusion: Healing.
Butcher is free from the rotting disease.
Butcher receives 399 healing from Infusion: Healing.
Butcher uses Infusion: Regeneration.
Butcher starts regenerating health quickly.
Butcher is no longer inspired.
Poreldann the sun paladin casts Corrupted Negation.
Butcher is no longer blood locked.
Butcher is free from the corrosive worm.
Butcher deactivates Melting Point.
Butcher stops regenerating health quickly.
Butcher deactivates Overheat Saws.
Poreldann the sun paladin hits Butcher for 300 acid, 110 blight (410 total damage).
Poreldann the sun paladin casts Soul Rot.
Poreldann the sun paladin's spell attains critical power!
Poreldann the sun paladin's Soul Rot hits Butcher for 508 blight damage.
Butcher the level 28 orc sawbutcher was infected to death by Poreldann the sun paladin on level 2 of Sunwall Observatory.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Poreldann the sun paladin's Soul Rot killed Butcher!
Saving game...





































































































