















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. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/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. 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:
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 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 | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 12 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 10th Profit 122nd year of Ascendancy at 12:33 / 1 |
Primary Stats
| Strength | 61 (base 37) |
| Dexterity | 15 (base 10) |
| Constitution | 31 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 29 (base 27) |
Resources
| Life | -251/559 |
| Psi | 102/117 |
| Steam | 25/100 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 2.6232107836451 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 37 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 37 |
| Crit Chance | 7% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Nature | +5% |
| Mind | +5% |
| Arcane | +3% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 23.335093952971 (47.857809501309%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 25 |
| Physical Save | 26 |
| Spell Save | 16 |
| Mental Save | 27 |
Defense: Resistances
| Cold | + 9%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 3%( 70%) |
| Darkness | + 11%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 40% |
| Bleed Resistance | 30% |
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%. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
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 failed to protect the lost defiler from death by mountain troll. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed length of troll intestine. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * '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.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots of rushing (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +2% ---------- misc Talents +1 Rocket Boots Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Manadir (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +7 Dex +1 Mag +1 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
| Tool | Skyrune (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% lightning +3% temporal ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On hands | Spellhunt Remnants (1 def, 2 armour) 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 ---------- misc Talents +1 Spring Grapple Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
| Around waist | Blazelore1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) Dmg.mod +6% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Urthidas (12-17 power, 0 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Melee+ +6 darkness +5 cold Against +7% Living Uses 1.0 Steam While equipped: Stats +2 Wil dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% light +11% darkness Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.12 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! |
| Main armor | Lisidata (17 def, 10 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +10 Defense +17 (+8 eff.) Fatigue +12% Crit.chn- 15.00% HP.reg +2.00 Poison- +40% Disease- +30% Cut- +30% A suit of armour made of mail. |
| In off hand | iron steamsaw 'Tidethorn' (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Nature/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 +12 On Hit.r1 +4 cold Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +5% arcane Max.HP +41.00 ---------- 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 | Frigidfury the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +3% light +9% cold Mind.save +6 (+3 eff.) Max.HP +80.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ichorspike the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ---------- misc Equi/ret +0.04 Max.hate +10.00 Amulets make your neck look great! |
Inventory
shatter afflictions rune of the warrior (absorb 112; cd 12)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Second Skin0.1 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. |
Withering Orbs0.1 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... |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
thought-forged iron dagger of amnesia (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Psionic Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit: * 10% chance to reduce all saves and defense by 19 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
Murkrend (24-39 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Acc +10 (+4 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 16% Massive two-handed swords. |
Dagydodur (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Against +5% Unnatural While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +15 (+7 eff.) ---------- misc Hate/m.crit +2.00 Sharp, long, and deadly. |
Layythra the mossy mindstar (8-9 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% arcane +6% light Crit.chn- 5.00% Die.at -20.00 life ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar 'Hailterror' (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +12 acid While equipped: Stats +1 Str +3 Dex +3 Cun dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Melee Ret 2 acid ----- def ----- Resists +3% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling 'Ce'Nysevea'4.0 T2 sling 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 cold While equipped: Stats +2 Str +1 Mag +3 Wil +2 Cun dps ---------- Phys.crit +2.0% Phys.pwr +6 (+2 eff.) Dmg.mod +9% cold Acc +6 (+2 eff.) ----- def ----- Spell.save +3 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Skydredge'4.0 T1 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit.r1 +4 lightning While equipped: Stats +1 Str +2 Mag +2 Wil +4 Cun +2 Con ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 62 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
cruel elm magestaff of power (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +8 (+4 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Murkgore (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 On Hit.r1 +12 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +10 (+4 eff.) Dmg.mod +3% arcane ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% 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! |
Overcutter (13-20 power, 12 apr)3.0 T1 steamsaw 2H weapon [Unique] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +2.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
balanced iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] 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 +10 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +7 (+3 eff.) Fatigue +4% Disarm- +21% ---------- 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! |
iron waraxe 'Ashdeath' (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness +12 fire Against +6% Living While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Melee Ret 4 mind ---------- misc Psi/ret +0.04 One-handed war axes. |
iron waraxe of the mystic (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+3 eff.) One-handed war axes. |
Beliwen the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil dps ---------- Mind.crit +2% Acc +5 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chillsear the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +18% cold Res.pen +5% acid +15% physical Acc +4 (+2 eff.) Apr +4 ----- def ----- Armour +2 Defense +1 (+0 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sleetpierce (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Str +4 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +3% cold Crit.chn- 5.00% Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient woollen robe of darkness (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% temporal +11% darkness +11% physical Res.pen +6% temporal +7% physical ----- def ----- Resists +16% darkness +9% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Tundrabone' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +3% cold ----- def ----- Armour +5 Fatigue +2% Resists +12% cold ---------- misc Light +2 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Huraregoblek' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +3% cold Crit.chn- 10.00% Phys.save +12 (+6 eff.) Mind.save +3 (+1 eff.) Confus- +10% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
cinder iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 fire Dmg.mod +3% fire Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +7.0% Atk.spd 83% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's rough leather gloves (0 def, 6 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +6 Hardiness +6% Resists +5% physical Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 5% Stone Touch 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galoromidas the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Cun +1 Con ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% ---------- misc Light +3 A cap made of leather. |
Olytar the Icewill (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Mag +3 Wil +1 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +5% Resists +10% cold Crit.chn- 5.00% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing rough leather hat of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A hat made of leather. Very stylish. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather hat of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A hat made of leather. Very stylish. |
7 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. |
122 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Lorugorn' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +2 Con dps ---------- Spell.crit +3% Acc +3 (+1 eff.) ----- def ----- Resists +3% temporal ---------- misc Infravis +2 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Growwolf2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +3% acid Res.pen +5% lightning +5% nature ----- def ----- Resists +9% acid ---------- misc 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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 126] simple healing salve [power 126]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 126 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. |
quick steel torque of mindblast [power 140] (11 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 147 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged elm wand of conjuration [power 120] (19 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 120 acid damage Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Humblebee the Dwarf Sawbutcher level 9
28th Voratun 122nd year of Ascendancy at 17:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Humblebee the Dwarf Sawbutcher level 10
5th Profit 122nd year of Ascendancy at 00:43 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Humblebee the Dwarf Sawbutcher level 6
17th Voratun 122nd year of Ascendancy at 23:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Humblebee the Dwarf Sawbutcher level 10
5th Profit 122nd year of Ascendancy at 00:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Humblebee the Dwarf Sawbutcher level 9
3rd Profit 122nd year of Ascendancy at 07:16 see stats
Log
Bill the Stone Troll is suffering less.
Bleeding from Humblebee hits Bill the Stone Troll for 12 physical damage.
Humblebee receives 147 healing.
Burning from Humblebee hits Bill the Stone Troll for 8 fire damage.
Bill the Stone Troll uses Knockback.
Humblebee is dazed!
Humblebee resists the knockback!
Melee retaliation hits Bill the Stone Troll for 1 lightning, 4 fire (4 total damage).
Bill the Stone Troll hits Humblebee for 226 physical damage.
Humblebee is not stunned anymore.
Bill the Stone Troll regains their energy.
Bleeding from Humblebee hits Bill the Stone Troll for 12 physical damage.
Humblebee receives 136 healing.
Burning from Humblebee hits Bill the Stone Troll for 8 fire damage.
Bill the Stone Troll uses Shattering Shout.
Humblebee is not dazed anymore.
Bill the Stone Troll hits Humblebee for 243 physical damage.
Humblebee uses Dream Walk.
Bill the Stone Troll stops burning.
Bleeding from Humblebee hits Bill the Stone Troll for 24 physical damage.
Bill the Stone Troll rushes out!
Bill the Stone Troll performs a melee critical strike against Humblebee!
Bill the Stone Troll's blood frenzy intensifies!
Humblebee is dazed!
Melee retaliation hits Bill the Stone Troll for 2 lightning, 7 fire (9 total damage).
Bill the Stone Troll hits Humblebee for 187 physical damage.
Humblebee the level 12 dwarf sawbutcher was ground to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.





















































































