
















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 | Skeleton |
Class | Sawbutcher |
Level / Exp | 20 / 61% |
Size | medium |
Lifes / Deaths | Killed by sand-drake at level 20 on the 16th Haze 122nd year of Ascendancy at 00:26 4 / 2Killed by Bonedsawd at level 20 on the 16th Haze 122nd year of Ascendancy at 00:31 |
Primary Stats
Strength | 70 (base 48) |
Dexterity | 20 (base 10) |
Constitution | 36 (base 11) |
Magic | 14 (base 10) |
Willpower | 29 (base 10) |
Cunning | 55.2 (base 40) |
Resources
Life | 632/632 |
Steam | 100/100 |
Healing Factor | 1.4893203883495 |
Regeneration | 8.7125242718448 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 37.938566367054 |
See Invisible | 43.938566367054 |
Offense: Mainhand
Damage | 116 |
Accuracy | 46 |
Crit Chance | 32% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 46 |
Crit Chance | 28% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Fire | +15% |
Lightning | +9% |
Offense: Damage Penetration
Fire | +15% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 46.08934837382 (81.030927835052%) |
Defense | 31 |
Ranged Defense | 34 |
Fatigue | 57 |
Physical Save | 36 |
Spell Save | 27 |
Mental Save | 44 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Light | -1%( 70%) |
Lightning | + 15%( 70%) |
Fire | + 63%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 46% |
Bleed Resistance | 100% |
Confusion Resistance | 25% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 42% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. |
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 101% efficiency and cooldown mod of 56%. |
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%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 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 lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
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 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 |
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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed black mamba head. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed minotaur nose. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +1 Dex dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +9 Fatigue +2% Die.at -20.00 life ---------- misc Stam/turn +0.40 Max.stam +12.00 Talents +3 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire ---------- misc Light +4 A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Cun dps ---------- Phys.pwr +6 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 ---------- misc Hate/m.crit +4.00 Talents +3 Spring Grapple Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Hit: * 40% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Teleport randomly (rad 21) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 10 bleed Ranged+ 9 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Max.HP +10.00 HP.reg +1.60 Stun/Frz- +22% ---------- misc Max.stam +15.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +9% lightning Res.pen +5% darkness Melee Ret 4 darkness ----- def ----- Resists +12% lightning +3% darkness Mind.save +14 (+4 eff.) Confus- +25% Stun/Frz- +20% Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +37 Crit +17.0% Atk.spd 100% Block +90 On Crit.r2 +20 fire On Hit: * Slows global speed by 40% Uses 1.0 Steam While equipped: dps ---------- All.spd +5% Res.pen +15% fire Acc +14 (+4 eff.) Melee Ret 12 nature ----- def ----- Armour +6 Defense +21 (+10 eff.) Fatigue +12% Resists +3% lightning +20% fire Disarm- +46% ---------- 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 [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. |
In off hand | ![]() 3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 9.5 - 14.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +12 Crit +13.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: Stats +1 Mag +4 Wil +3 Con dps ---------- Spell.pwr +8 (+4 eff.) S.pwr/crit +2 Melee Ret 12 darkness 4 arcane On Melee Ret: * 13% chance to blind ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +11% light Spell.save +12 (+6 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +7 Con ----- def ----- Defense +1 (+0 eff.) Resists +12% fire +6% light +5% arcane 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 T5 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +7 Wil +9 Cun +10 Con dps ---------- Dmg.mod +15% fire ----- def ----- Armour +16 Defense +9 (+4 eff.) Fatigue +38% Resists +27% acid +25% fire -18% light +9% darkness Phys.save +9 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +29 (+9 eff.) HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% ---------- misc Light +3 See.Invis +6 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] 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 103% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. 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 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 steam. 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 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Strength 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 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +1 Str +2 Wil +3 Con dps ---------- Mind.pwr +7 (+3 eff.) Melee Ret 4 physical ----- def ----- Armour +2 Resists +9% darkness Phys.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Confus- +12% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Crit.mult +15.00% Spell.pwr +11 (+5 eff.) S.pwr/crit +6 Dmg.mod +9% blight +10% fire Res.pen +10% blight Melee Ret 4 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+5 eff.) Resists +3% temporal Res.Cap +5% all Phys.save +13 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.42 Max.mana +20.00 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% Crit.mult +15.00% Dmg.mod +6% mind ----- def ----- HP.reg +1.10 Stun/Frz- +22% ---------- misc Max.hate +6.00 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Phys.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Poison- +10% Confus- +22% Stun/Frz- +25% Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- HP.reg +2.90 Stun/Frz- +22% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
![]() 3.0 T1 longsword 1H weapon [Rare] Arcane Power 12.5 - 17.5 Mind Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% mind Melee Ret 8 blight ----- def ----- Resists +6% blight Sharp, long, and deadly. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +14 On Crit.r2 +8 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% nature Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +16% cold ---------- 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 T1 steamsaw 1H weapon [Ego] Nature/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +11 Melee+ +5 nature +6 temporal Uses 1.0 Steam While equipped: dps ---------- Melee+ 5 fire Melee Ret 10 fire ----- 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! |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +9 Dex +3 Wil +8 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Light +3 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +6% lightning +6% temporal Spell.save +6 (+3 eff.) Cut- +10% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +1 Mag +3 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +5 Mana/turn +0.14 Max.mana +24.00 Infravis +3 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +3% arcane Res.pen +5% arcane +20% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal 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): * 10 arcane resource burn ----- def ----- Armour +8 Fatigue +2% Resists +6% blight +9% fire +3% nature +9% temporal ---------- misc Light +3 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +1 Wil +6 Con dps ---------- Melee+ 5 cold Dmg.mod +9% darkness +3% cold On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Resists +5% cold ---------- misc Infravis +3 Telepathy Demon/Minor Demon/Major Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +3% nature +9% light ----- def ----- Armour +1 Resists +6% nature +6% light ---------- misc Light +3 Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +4 light On Crit.r2 +6 nature On Hit: 10% Poison Breath 1 On Hit: * Slows global speed by 40% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Res.pen +15% light Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Light +2 See.Invis +6 Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid Melee Ret 8 acid 16 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +8 (+4 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +9 Con dps ---------- Phys.pwr +4 (+1 eff.) Apr +2 ----- def ----- Armour +1 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +1% Resists +2% physical Phys.save +9 (+4 eff.) A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Phys.crit +2.0% Res.pen +25% physical ----- def ----- Armour +3 Fatigue +5% Resists +2% physical +17% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +9 Wil dps ---------- Res.pen +10% lightning Melee Ret 6 light 8 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +13 Defense +12 (+6 eff.) Fatigue +16% Resists +13% blight +21% darkness Mind.save +22 (+7 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 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 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. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 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. |
![]() 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Dex +5 Mag +2 Wil dps ---------- Dmg.mod +6% light ----- def ----- Fatigue -4% ---------- misc Light +5 Infravis +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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 97.45 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 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 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. |
![]() 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. |
potent healing salve [power 187] potent healing salve [power 187]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 187 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 142] simple healing salve [power 142]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 142 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. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 8 light On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +9% light Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 5 equilibrium. 100% to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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 Bonedsawd the Skeleton Sawbutcher level 10
6th Mirth 122nd year of Ascendancy at 00:30 see stats
By Bonedsawd the Skeleton Sawbutcher level 10
6th Mirth 122nd year of Ascendancy at 00:30 see stats
By Bonedsawd the Skeleton Sawbutcher level 20
13rd Haze 122nd year of Ascendancy at 09:29 see stats
By Bonedsawd the Skeleton Sawbutcher level 19
48th Dusk 122nd year of Ascendancy at 14:48 see stats
By Bonedsawd the Skeleton Sawbutcher level 19
12nd Haze 122nd year of Ascendancy at 23:19 see stats
By Bonedsawd the Skeleton Sawbutcher level 10
1st Flare 122nd year of Ascendancy at 02:10 see stats
By Bonedsawd the Skeleton Sawbutcher level 19
13rd Haze 122nd year of Ascendancy at 09:29 see stats
By Bonedsawd the Skeleton Sawbutcher level 10
2nd Flare 122nd year of Ascendancy at 17:36 see stats
By Bonedsawd the Skeleton Sawbutcher level 19
13rd Haze 122nd year of Ascendancy at 01:56 see stats
By Bonedsawd the Skeleton Sawbutcher level 15
19th Dusk 122nd year of Ascendancy at 05:26 see stats
Log
Talent Punishment is ready to use.
Talent To The Arms is ready to use.
Talent Spring Grapple is ready to use.
Bonedsawd uses iron torque of psychoportation!
You collect a new ingredient: sandworm tooth (1).
Veluma the sandworm converts some damage to Psi!
Veluma the sandworm receives 2 healing (7 psi heal).
Burning from Bonedsawd hits Veluma the sandworm for 23 to psi, 13 fire (36 total damage).
Bleeding from Bonedsawd hits Thought-forged warrior for 18 physical damage.
Bleeding from Bonedsawd hits Veluma the sandworm for 35 to psi, 20 physical (55 total damage).
Burning from Bonedsawd hits Thought-forged warrior for 34 fire damage.
Bleeding from Bonedsawd killed Veluma the sandworm!
Talent Saw Wheels is ready to use.
Sand-drake breathes sand!
Sand-drake hits Bonedsawd for 319 physical damage.
Bonedsawd the level 20 skeleton sawbutcher was sliced to death by a sand-drake on level 3 of Sandworm lair.
You have 4 life(s) left.
Bonedsawd deactivates Overheat Saws.
Bonedsawd deactivates Grinding Shield.
Bonedsawd deactivates Tempest of Metal.
Bonedsawd speeds up.
Bonedsawd deactivates Mow Down.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Sand-drake killed Bonedsawd!
Saving done.
Saving game...