

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows 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. 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:
Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Sawbutcher |
| Level / Exp | 11 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Isluma the skeleton magus at level 11 on the 30th Voratun 122nd year of Ascendancy at 22:53 / 1 |
Primary Stats
| Strength | 47 (base 34) |
| Dexterity | 18 (base 10) |
| Constitution | 21 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 9 (base 10) |
| Cunning | 29 (base 24) |
Resources
| Life | 0/463 |
| Steam | 2/100 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 34.430480566831 |
| See Invisible | 33.430480566831 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 46 |
| Crit Chance | 7% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 46 |
| Crit Chance | 7% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +9% |
| Arcane | +3% |
| Fire | +3% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (50%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 5 |
| Physical Save | 21 |
| Spell Save | 11 |
| Mental Save | 13 |
Defense: Resistances
| Arcane | + 5%( 70%) |
| Cold | + 8%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 3%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 5%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| 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: 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: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 |
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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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: * You've found the needed bear paw. * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
Equipment
| On feet | Oozebloom the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 37% * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness ---------- misc Stam/turn +0.40 Max.stam +11.00 Talents +1 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 | bright brass lantern of health2.0 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 | Issegalach the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Acc +1 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +3% cold Spell.save +3 (+3 eff.) Max.HP +20.00 ---------- misc Equi/ret +0.80 Psi/ret +0.70 Hate/ret +0.80 Light +3 A pointy cloth hat, very wizardly... |
| On hands | iron gauntlets of magic (+2) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% ---------- misc Talents +1 Spring Grapple Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 arcane On Crit.r2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Cyrawe the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane +12% fire Disease- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
| Around neck | copper amulet 'Sepsisbiter'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% light On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Resists +3% light Amulets make your neck look great! |
| In main hand | iron steamsaw of massacre (17-26 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Master/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Uses 1.0 Steam While equipped: ----- 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! |
| Around waist | Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -14% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +80 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 | balanced iron steamsaw of erosion (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Melee+ +6 nature Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +7 (+3 eff.) Fatigue +4% Disarm- +22% ---------- 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 | Neryba the Shimmerquarry (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +3% fire Melee Ret 6 lightning ----- def ----- Defense +1 (+0 eff.) Resists +5% nature +5% cold Max.HP +30.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spinal Cage (5 def, 9 armour) 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +9 Hardiness +20% Defense +5 (+2 eff.) Fatigue +8% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 18.99 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
wild infusion of the warrior (res 25%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Flash Powder0.1 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: 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: 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. |
Floesever0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +10% acid Melee Ret 4 arcane ----- def ----- Resists +6% cold Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 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... |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
Relgovor the iron longsword (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +1 Dex +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Disarm- +20% Confus- +10% Sharp, long, and deadly. |
arcing iron longsword of daylight (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 light Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
Shockwill the iron mace (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 12 While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +3% temporal Res.pen +5% lightning Melee Ret 2 blight ----- def ----- Resists +6% lightning Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
iron mace 'Blizzardstar' (18-24 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% arcane +9% cold Melee Ret 4 fire ----- def ----- Resists +5% arcane +6% fire Blunt and deadly. |
Dairarehell4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: * 10% chance to slow global speed by 37% While equipped: Stats +1 Str +1 Dex dps ---------- Phys.crit +1.0% Phys.pwr +8 (+3 eff.) Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
ranger's iron steamgun of cold4.0 T1 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 cold Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Snowmark the iron steamsaw (17-26 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 On Hit: * 20% chance to slow global speed by 37% Uses 1.0 Steam While equipped: dps ---------- Res.pen +10% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% lightning Spell.save +3 (+3 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! |
acidic iron steamsaw (12-17 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Uses 1.0 Steam While equipped: ----- 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! |
Chalydir (12-16 power, 8 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +3.5% Atk.spd 100% Phasing +11% While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% ----- def ----- Phys.save +3 (+2 eff.) ---------- misc Light +2 One-handed war axes. |
rough leather belt 'Nightbearer'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +15 (+9 eff.) Dmg.mod +3% mind Res.pen +10% darkness Against +16% Summoned Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
Chalirak the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.crit +1% S.pwr/crit +4 Phasing +30% On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) ---------- misc Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nosenor the Unlightquencher (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +9% cold Crit.chn- 5.00% Knockbk- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ebony's kiss (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +5.00% Res.pen +10% darkness Apr +1 ----- def ----- Armour +1 Resists +3% physical Phys.save +6 (+3 eff.) Spell.save +5 (+5 eff.) Mind.save +5 (+5 eff.) A pair of boots made of leather. |
Flamehacker the rough leather hat (5 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +5% fire ----- def ----- Armour +5 Defense +5 (+2 eff.) Fatigue +1% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +20.00 A hat made of leather. Very stylish. |
Gilyrorach (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Phasing +10% Melee Ret 4 arcane ----- def ----- Armour +1 Fatigue +1% Phys.save +9 (+5 eff.) A cap made of leather. |
Mardagen the Darkwire (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% darkness On Hit (Melee): * 10 arcane resource burn * 10% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +3% lightning A hat made of leather. Very stylish. |
Pitchwake the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% blight Res.pen +10% darkness +15% blight ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 A cap made of leather. |
thaloren rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Wil ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Mind.save +6 (+6 eff.) A cap made of leather. |
impenetrable iron mail armour of cold resistance (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
prismatic iron mail armour of clarity (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +11% light +11% darkness Mind.save +10 (+8 eff.) A suit of armour made of mail. |
rejuvenating iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
quiver of elm arrows (12/12, 13-18 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 13.0 - 18.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 12 Arrows are used with bows to pierce your foes to death. |
6 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. |
150 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gilomadar (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature Phys.save +3 (+2 eff.) Mind.save +3 (+3 eff.) Disease- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bethewe2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Resists +6% mind ---------- misc Equi/ret +0.04 Max.psi +30.00 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. |
Chodor the Raintickler2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Res.pen +5% nature +20% physical ----- def ----- Armour +4 Phys.save +5 (+3 eff.) Heal.mod +12% ---------- 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. |
Keharagund the Morbuswreck2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Crit.chn- 15.00% Mind.save +5 (+5 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
brass lantern 'Vorildawyn'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Apr +3 ----- def ----- Resists +3% acid ---------- misc Max.stam +10.00 Light +6 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 119] simple healing salve [power 119]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 119 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Scattermind (18/20, 17-20 power, 7 apr)3.0 T3 shot ammo Reqs Dex 24 [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Nimbuswalker the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Armour +2 Resists +9% acid +3% lightning Phys.save +9 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
7 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Butchered It the Drem Sawbutcher level 10
28th Voratun 122nd year of Ascendancy at 21:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Butchered It the Drem Sawbutcher level 9
28th Voratun 122nd year of Ascendancy at 11:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Butchered It the Drem Sawbutcher level 9
26th Voratun 122nd year of Ascendancy at 11:07 see stats
Log
Burning from Isluma the skeleton magus hits Butchered It for 13 fire damage.
Weakness Disease from Isluma the skeleton magus hits Butchered It for 18 blight damage.
Isluma the skeleton magus hits Butchered It for 57 blight damage.
Isluma the skeleton magus receives 2 healing from Devouring flames from Isluma the skeleton magus.
Rotting Disease from Isluma the skeleton magus hits Butchered It for 18 blight damage.
Butchered It receives 116 healing.
Butchered It is not affected anymore by the salve.
Weakness Disease from Isluma the skeleton magus hits Butchered It for 18 blight damage.
Rotting Disease from Isluma the skeleton magus hits Butchered It for 18 blight damage.
Burning from Isluma the skeleton magus hits Butchered It for 13 fire damage.
Butchered It stops burning.
Rotting Disease from Isluma the skeleton magus hits Butchered It for 15 blight damage.
Weakness Disease from Isluma the skeleton magus hits Butchered It for 15 blight damage.
Butchered It's cleansing fire area effect hits Isluma the skeleton magus for 25 fire damage.
Butchered It's is no longer blazing.
Weakness Disease from Isluma the skeleton magus hits Butchered It for 15 blight damage.
Isluma the skeleton magus receives 2 healing from Devouring flames from Isluma the skeleton magus.
Rotting Disease from Isluma the skeleton magus hits Butchered It for 15 blight damage.
Butchered It's cleansing fire area effect hits Isluma the skeleton magus for 25 fire damage.
Butchered It is free from the weakness disease.
Butchered It's shakes the fear off.
Rotting Disease from Isluma the skeleton magus hits Butchered It for 15 blight damage.
Butchered It the level 11 drem sawbutcher was infected to death by Isluma the skeleton magus on level 2 of Ruins of Kor'Pul.




















































































