

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Sawbutcher |
Level / Exp | 17 / 57% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 17 on the 16th Dusk 122nd year of Ascendancy at 23:30 4 / 1 |
Primary Stats
Strength | 66 (base 44) |
Dexterity | 13 (base 10) |
Constitution | 19 (base 11) |
Magic | 16 (base 10) |
Willpower | 18 (base 10) |
Cunning | 49 (base 35) |
Resources
Life | 486/486 |
Steam | 100/100 |
Healing Factor | 1.2714285714286 |
Regeneration | 2.8607142857143 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 36.061319520843 |
See Invisible | 48.061319520843 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 109 |
Accuracy | 42 |
Crit Chance | 34% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 42 |
Crit Chance | 31% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Penetration
Mind | +20% |
Defense: Base
Armour (hardiness) | 58.723073231957 (100%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 43 |
Physical Save | 27 |
Spell Save | 30 |
Mental Save | 45 |
Defense: Resistances
Lightning | + 10%( 70%) |
Acid | + 3%( 70%) |
Cold | + 6%( 70%) |
Blight | + 6%( 70%) |
Physical | + 16%( 70%) |
Fire | + 24%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Bleed Resistance | 30% |
Confusion Resistance | 24% |
Teleport Resistance | 5% |
Instadeath Resistance | 100% |
Poison Resistance | 35% |
Stun Resistance | 46% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Constitution 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 113% efficiency and cooldown mod of 66%. Its effects scale with your Constitution 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 100%. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. |
Class Talents
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
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
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant venus flytrap. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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 ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' | 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 within1 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Fatigue +1% Silence- +21% Confus- +24% Stun/Frz- +22% ---------- misc Talents +2 Rocket Boots A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +43.00 Heal.mod +10% ---------- misc Light +2 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 | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag +3 Wil +4 Cun dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +20% mind ----- def ----- Defense +2 (+1 eff.) Spell.save +11 (+5 eff.) Mind.save +36 (+12 eff.) Heal/summ +50 ---------- misc Hate/m.crit +3.00 Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Crit.mult +3.00% Acc +15 (+5 eff.) ----- def ----- Armour +1 ---------- misc See.Invis +12 Talents +1 Project Saw Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 37) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 bleed Ranged+ 5 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 39.0 - 58.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +94 On Crit: * cripple the target Uses 1.0 Steam While equipped: Stats +2 Cun dps ---------- Phys.crit +13.0% Melee+ 9 fire Melee Ret 18 fire ----- def ----- Armour +19 Hardiness +9% Defense +10 (+5 eff.) Fatigue +12% Resists +16% physical Spell.save +18 (+9 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Resists +7% fire +6% cold Mind.save +5 (+2 eff.) Max.HP +40.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +6% blight +17% fire +3% acid Poison- +5% Teleport- +5% ---------- misc Wards +1 lightning +1 temporal +2 blight +2 fire +1 cold Talents +1 Ward +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 | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +8 Str +3 Wil +3 Cun dps ---------- Phys.crit +4.0% Mind.crit +5% Acc +6 (+2 eff.) Apr +2 ----- def ----- Defense +1 (+0 eff.) Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Ego+] Master/Psionic While equipped: Stats +2 Cun dps ---------- Melee Ret 13 physical ----- def ----- Armour +17 Defense +12 (+6 eff.) Fatigue +24% Mind.save +13 (+5 eff.) HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 93% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 77%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +6.00% Phys.pwr +2 (+1 eff.) Melee Ret 4 physical ----- def ----- Resists +12% light Max.HP +20.00 Heal.mod +20% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Mag +3 Con ----- def ----- Resists +13% mind Confus- +22% ---------- misc Infravis +3 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.19 Steamtech/Engineering Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid +6% cold +3% light +12% blight Die.at -60.00 life Max.HP +20.00 Rings can have magical properties. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Nature Power 17.5 - 28.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +16 insidious poison +10 temporal +7 nature Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% mind +3% darkness Melee Ret 3 mind 3 darkness 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. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot [Ego] Disrupt/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: ----- def ----- Resists +7% acid +8% fire +8% lightning +8% cold Spell.save +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam While equipped: Stats +10 Dex +3 Mag +3 Con dps ---------- Dmg.mod +6% acid ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- 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! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 Melee+ +12 lightning Uses 1.0 Steam While equipped: Stats +3 Str +4 Cun +3 Con dps ---------- Dmg.mod +6% lightning +8% physical Acc +9 (+3 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue -6% ---------- misc Stam/ret +1.20 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! |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% darkness +6% blight +9% cold +3% mind +9% light Mind.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind Res.pen +10% mind Acc +4 (+2 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Stealth +6 ---------- misc Psi/ret +0.24 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +5% temporal A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Resists +3% fire +15% mind +5% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 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 39.81 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. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Mag +2 Cun dps ---------- Phys.pwr +9 (+3 eff.) Apr +1 ----- def ----- Armour +1 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Heal.mod +20% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Ego+] Master While equipped: Stats +2 Str +3 Dex +3 Cun ----- def ----- Armour +1 Phys.save +5 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 8 lightning Dmg.mod +7% lightning ----- def ----- Armour +2 Resists +7% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +6% light Res.pen +15% light ----- def ----- Defense +1 (+0 eff.) Resists +11% mind +15% nature +6% light A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +6% cold ---------- misc Equi/ret +0.08 Psi/ret +0.08 Max.hate +10.00 Max.psi +20.00 Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 9.0 T1 light armor [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +12% lightning +12% temporal +6% darkness +12% blight +12% fire +11% nature A suit of armour made of leather. |
![]() 17.0 T1 massive armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +6% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +9% light HP.reg +2.80 ---------- misc Stam/turn +0.70 Light +2 A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Res.pen +10% darkness Apr +3 Melee Ret 8 physical ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +12% darkness Max.HP +22.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 66% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 157] simple healing salve [power 157]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 113% efficiency and 66% cooldown modifier. Heal 157 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 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. |
![]() 3.0 T1 shot ammo [Ego] Nature Power 17.0 - 20.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 19 Ranged+ +17 insidious poison Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Armour +4 Resists +6% acid Blind- +15% Cut- +5% Pinning- +10% ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward +2 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 6 beam dealing 62.50 to 125.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +7 Con +2 Mag dps ---------- Dmg.mod +12% mind ---------- misc Light +2 Telepathy Demon/Minor Demon/Major Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +12% light Res.pen +10% nature ---------- misc Light +3 Talents +2 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 6 (based on Willpower) for 77 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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
By Gertie Saw the Cornac Sawbutcher level 10
4th Mirth 122nd year of Ascendancy at 17:25 see stats
By Gertie Saw the Cornac Sawbutcher level 10
4th Mirth 122nd year of Ascendancy at 17:25 see stats
By Gertie Saw the Cornac Sawbutcher level 10
4th Mirth 122nd year of Ascendancy at 17:25 see stats
By Gertie Saw the Cornac Sawbutcher level 10
3rd Summertide 122nd year of Ascendancy at 08:10 see stats
By Gertie Saw the Cornac Sawbutcher level 10
1st Flare 122nd year of Ascendancy at 22:15 see stats
Log
Gertie Saw is constricted!
Gertie Saw hits Polorath the gloomy giant venus flytrap for (9 resist armour), 4 fire, (9 resist armour), 3 physical (7 total damage).
The Withering Thing uses Brainfreeze.
Gertie Saw shrugs off the effect 'Brainlocked'!
The Withering Thing hits Gertie Saw for 111 cold damage.
Gertie Saw uses Infusion: Healing.
Gertie Saw receives 261 healing from Infusion: Healing.
Gertie Saw is out of phase.
Gertie Saw uses dwarven-steel torque of psychoportation!
Gertie Saw is free to breathe.
Shadow casts Shadow Flames.
Shadow hits Gertie Saw for 324 fire damage.
Gertie Saw activates Rocket Boots.
Shadow casts Shadow Flames.
Shadow's spell attains critical power!
Shadow hits Gertie Saw for (127 resilience), 359 fire (359 total damage).
Gertie Saw the level 17 cornac sawbutcher was combusted to death by a shadow on level 3 of Heart of the Gloom.
You have 4 life(s) left.
Gertie Saw is no longer out of phase.
Gertie Saw deactivates Rocket Boots.
Gertie Saw deactivates Overheat Saws.
Gertie Saw deactivates Tempest of Metal.
Gertie Saw deactivates Grinding Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Shadow killed Gertie Saw!
Saving done.