








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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.
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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Calligrapher |
Level / Exp | 20 / 55% |
Size | medium |
Lifes / Deaths | Killed by Aroriarin the devolved water imp at level 20 on the 81st Vengeance 123rd year of Ascendancy at 03:58 / 1 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 19 (base 13) |
Constitution | 18 (base 10) |
Magic | 45 (base 44) |
Willpower | 14 (base 10) |
Cunning | 31 (base 33) |
Resources
Life | -148/578 |
Ink | 14/100 |
Steam | 100/100 |
Healing Factor | 1.1211363549267 |
Regeneration | 0.28028408873168 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 33.878701826468 |
See Invisible | 33.878701826468 |
Offense: Mainhand
Damage | 19 |
Accuracy | 32 |
Crit Chance | 20% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Acid | +4% |
Darkness | +11% |
Physical | +12% |
Cold | +10% |
Fire | +9% |
Offense: Damage Penetration
Physical | +15% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 5 (35.65183292883%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 23 |
Mental Save | 28 |
Defense: Resistances
Darkness | + 22%( 70%) |
Acid | + 12%( 70%) |
Physical | + 14%( 70%) |
Cold | + 30%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Confusion Resistance | 21% |
Fear Resistance | 100% |
Stun Resistance | 50% |
Poison Resistance | 100% |
Disarm Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Writing / Calligraphy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Writing / Symbols | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Writing / Inner code | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Writing / Punctuation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Writing / Formula | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Writing / Tattoos | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * Our water imp agents in the lake of Nur have stopped reporting. Investigate. * You must bring down the dwarven kingdom of the Iron Throne. * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +6 Lck defense ------ Armor +1 Stealth +6 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.04 Vim-on-crit +2.00 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +12% lightning Ignore resists +10% darkness When Hit 8 darkness defense ------ Resistance +3% cold Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +7 See Invisibility +7 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Physical Crit +3.0% Ignore Armor +2 On-Hit (Melee): * 20% chance to slow global speed by 40% * 10% chance to reduce all saves and defense by 15 defense ------ Armor +3 Fatigue +5% Resistance +6% cold Silence Resist +10% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 17 for 5 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% physical +9% fire When Hit 2 lightning defense ------ Defense +15 (+5 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life Confus Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag offense ------ Ignore Armor +4 When Hit 6 physical defense ------ Resistance +1% physical Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life other ------- Infravision +1 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Physical Crit +3.0% Ignore resists +15% physical defense ------ Unlife -60.00 life Life +33.00 Silence Resist +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+5 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 68 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.01 cold damage and 12.23 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) On-Hit 6 acid Damage +4% acid Accuracy +20 (+9 eff.) defense ------ Armor +1 Resistance +5% acid +6% cold Unlife -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +16% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Defense +21 (+7 eff.) Physical save +3 (+1 eff.) Mind save +3 (+1 eff.) Life +33.00 Healmod +5% Disarm Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +7% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 121 damage for 3 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 63 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: offense ------ Damage +10% mind defense ------ Resistance +10% mind Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Spell Crit +2% Mind Crit +2% Spellpower +6 (+2 eff.) Spellpower/crit +2 Damage +3% blight +15% cold +15% mind defense ------ Resistance +3% blight other ------- Psi when Hit +0.16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Ego+] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +4% Physical Power +6 (+3 eff.) Spellpower +12 (+4 eff.) Damage +15% temporal Accuracy +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: Stats +3 Mag offense ------ Spell Crit +1% Damage +12% blight When Hit 8 fire other ------- Mana-on-crit +1.00 Blunt and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Weapon Damage 22.0 - 28.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +7 Str +8 Dex +5 Mag +5 Wil +5 Cun +6 Con offense ------ Physical Crit +4.0% Ignore resists +10% physical defense ------ Armor +12 Life +20.00 Poison Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Weapon Damage 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +14 nature +8 lightning While equipped: offense ------ Damage +18% lightning When Hit 4 fire defense ------ Mind save +6 (+3 eff.) other ------- Max psi +30.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +1 Con other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 17 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +8 (+3 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag offense ------ Critical power +10.00% Spellpower +15 (+5 eff.) Mindpower +3 (+1 eff.) defense ------ Physical save +6 (+3 eff.) other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil +2 Cun offense ------ Spell Crit +4% Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Crit Resistance 10.00% other ------- Light +2 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Mag +4 Wil +1 Con offense ------ Damage +3% cold When Hit 2 cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Mindpower +15 (+7 eff.) Ignore resists +5% temporal When Hit 2 temporal defense ------ Defense +2 (+1 eff.) Resistance +14% blight +9% temporal +16% nature Mind save +12 (+6 eff.) Life Regen +4.00 Healmod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Armor +1 Defense +5 (+2 eff.) Resistance +6% lightning +6% temporal +9% mind Unlife -80.00 life A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +15% arcane Ignore resists +10% fire When Hit 8 fire 4 arcane 6 light defense ------ Armor +3 Resistance +8% lightning +8% temporal +3% light A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +11% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Defense +1 (+0 eff.) Resistance +6% mind +11% physical other ------- See Invisibility +3 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +5% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +2 Wil +1 Cun defense ------ Armor +1 Fatigue +1% Resistance +3% lightning Spell save +3 (+2 eff.) other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +4 Cun +4 Con offense ------ Ignore resists +5% lightning Accuracy +30 (+12 eff.) defense ------ Armor +3 Fatigue +3% Resistance +5% arcane Crit Resistance 15.00% Disarm Resist +20% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Ignore resists +15% arcane Accuracy +6 (+3 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Defense +9 (+3 eff.) Fatigue +3% Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Mindpower +10 (+5 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +5% blight +6% nature +3% acid Spell save +15 (+8 eff.) other ------- EQ when Hit +0.04 Max psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% nature +15% darkness Ignore resists +15% darkness +10% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +4 Fatigue +4% Resistance +9% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +8 Con offense ------ Damage +6% physical defense ------ Armor +4 Life +48.00 other ------- Stamina/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Ignore resists +25% arcane When Hit 4 arcane defense ------ Resistance +5% arcane Physical save +10 (+5 eff.) Healmod +18% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance 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. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +6 Cun offense ------ Mind Crit +2% Mindpower +25 (+12 eff.) Ignore resists +20% mind Accuracy +5 (+2 eff.) When Hit 4 acid other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +5 Str +3 Dex +1 Cun defense ------ Resistance +3% fire Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 465 Base Damage: 216 Armor: 6 All Resist: 16 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By hes finding out the Ghoul Calligrapher level 10
73rd Vengeance 123rd year of Ascendancy at 04:11 see stats
By hes finding out the Ghoul Calligrapher level 20
80th Vengeance 123rd year of Ascendancy at 13:20 see stats
By hes finding out the Ghoul Calligrapher level 19
80th Vengeance 123rd year of Ascendancy at 12:27 see stats
Log
Geba the entrenched horror hits hes finding out for (6 deciphered), (27 warded), (49 absorbed), 0 physical (0 total damage).
Aroriarin the devolved water imp strafes with his steamguns!
Aroriarin the devolved water imp's Strafe performs a ranged critical strike against hes finding out!
Talent Brushstroke is ready to use.
Talent Full Stop is ready to use.
Aroriarin the devolved water imp's Strafe hits hes finding out for (6 deciphered), (29 warded), (53 absorbed), 0 physical, (0 deciphered), (2 warded), (4 absorbed), 0 nature (0 total damage).
Aroriarin the devolved water imp's Strafe hits hes finding out for (4 deciphered), (19 warded), (35 absorbed), 0 physical, (0 deciphered), (2 warded), (4 absorbed), 0 nature, (0 deciphered), (1 warded), (2 absorbed), 0 blight (0 total damage).
Burning from Aroriarin the devolved water imp hits hes finding out for (4 deciphered), (17 warded), (32 absorbed), 0 fire (0 total damage).
Hes finding out casts Rune: Blink.
Hes finding out casts Em Dash.
Hes finding out is out of phase.
Hes finding out casts Glacial Vapour.
Hes finding out's spell attains critical power!
Aroriarin the devolved water imp is stained!
Aroriarin the devolved water imp is inscribed with a Symbol!
Aroriarin the devolved water imp's Implant: Medical Injector is overwritten!
Aroriarin the devolved water imp's Supercharge Bullets is overwritten!
Aroriarin the devolved water imp's Tentacle Grab is overwritten!
Hes finding out's ink is no longer primed to ignite!
hes finding out hits Aroriarin the devolved water imp for 96 darkness, 67 fire (162 total damage).
Stained from Hes finding out hits Aroriarin the devolved water imp for 12 darkness, 9 fire (20 total damage).
Aroriarin the devolved water imp strafes with his steamguns!
Your shield crumbles under the damage!
The shield around hes finding out crumbles.
Aroriarin the devolved water imp's Strafe hits hes finding out for (3 deciphered), (16 warded), (29 absorbed), 0 physical, (0 deciphered), (2 warded), (3 absorbed), 0 nature, (0 deciphered), (1 warded), (2 absorbed), 0 blight (0 total damage).
Aroriarin the devolved water imp's Strafe hits hes finding out for (3 deciphered), (15 warded), (6 absorbed), 23 physical, (0 deciphered), (2 warded), 3 nature (26 total damage).
Talent Rune: Shielding is ready to use.
Burning from Aroriarin the devolved water imp hits hes finding out for (4 deciphered), (20 warded), 36 fire (36 total damage).
hes finding out the level 20 ghoul calligrapher was boiled to death by Aroriarin the devolved water imp on level 2 of Lake of Nur.