
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! 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.
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:
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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 12 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by High Guard Talosis at level 12 on the 48th Retaking 124th year of Ascendancy at 18:14 / 1 |
Primary Stats
| Strength | 39 (base 37) |
| Dexterity | 12 (base 10) |
| Constitution | 12 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 29 (base 27) |
Resources
| Life | -6/358 |
| Steam | 100/100 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 2.7419239119582 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 36 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 36 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 16 |
| Physical Save | 26 |
| Spell Save | 7 |
| Mental Save | 14 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 5%( 70%) |
| Blight | + 10%( 70%) |
| Nature | + 11%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You must assault the Vaporous Emporium to crush the morale of the Atmos tribe! * You have explored the yeti cave and vanquished the Yeti Patriarch. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
Equipment
| On feet | grounding pair of iron boots of tirelessness (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +5% temporal other ------- Stamina/turn +0.30 Max stamina +10.00 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 | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Silence Resist +10% A cap made of leather. |
| Tool | overpowered ash totem of summon tentacle [power 230] (37 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 467 Base Damage: 237 Armor: 5 All Resist: 5 Puts all charms on 37 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Blind Resist +20% other ------- Encumbrance +20 Infravision +3 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
| Around waist | rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | flaming steel steamsaw of purity (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam When used to Attack: On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 5 fire When Hit 1 fire defense ------ Armor +3 Defense +4 (+3 eff.) Fatigue +6% Resistance +11% nature +10% blight other ------- 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! |
| On hands | radiant rough leather gloves (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 light Damage +4% light defense ------ Armor +1 Resistance +6% light Disarm Resist +60% other ------- Talents +1 Iron Grip Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Searing Light level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | flaming steel steamsaw of resilience (14-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam When used to Attack: On-Hit, radius 1 +13 fire While equipped: offense ------ On-Hit 6 fire When Hit 5 fire defense ------ Armor +3 Defense +4 (+3 eff.) Fatigue +6% Life +44.00 other ------- 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 | enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +6 (+4 eff.) Physical 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. |
| Main armor | rejuvenating rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Life Regen +2.20 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
Inventory
steam generator implant of the duelist (steam 5)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 126; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. 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: Air Recycler0.1 Encumbrance 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. |
thought-forged steel battleaxe (20-29 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Psionic Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 mind On Hit: * 20% chance to reduce all saves and defense by 14 While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
steel greatmaul (29-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 acid While equipped: offense ------ Damage +15% acid Longbows are used to shoot arrows at your foes. |
mossy mindstar (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- 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. |
ash magestaff (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] 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: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of illumination (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master 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: offense ------ Spell Crit +8% Critical power +11.00% Spellpower +6 (+6 eff.) Damage +15% temporal defense ------ Defense +7 (+4 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 39.89 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+3 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
linen robe (0 def, 0 armour)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. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold other ------- Stamina/turn +0.40 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. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 16.5 - 23.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 16 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +10 (+10 eff.) Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
temporal rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 5 temporal On-Ranged-Hit 7 temporal Damage +3% arcane +3% temporal defense ------ Armor +1 Resistance +5% temporal Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +5 arcane On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 darkness Damage +4% darkness defense ------ Armor +1 Resistance +6% darkness Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 1 On Hit: * 6% chance to reduce damage dealt by 12% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
icy steel shield of temporal resistance (+12%) (0 def, 4 armour, 16-20 power, 37.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 While equipped: offense ------ On-Hit 5 cold When Hit 4 ice When Hit: * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +12% temporal other ------- Talents +1 Block Handheld deflection devices. |
deadly quiver of ash arrows of accuracy (20/20, 28-39 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Master Weapon Damage 28.0 - 39.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +14 Ignore Armor +7 Critical Rate +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
agate0.0 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. |
iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 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. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 119] simple healing salve [power 119]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 119 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amethyst0.0 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. |
2 citrine0.0 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. |
zircon0.0 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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Saworc the Orc Sawbutcher level 11
46th Retaking 124th year of Ascendancy at 01:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Saworc the Orc Sawbutcher level 10
35th Retaking 124th year of Ascendancy at 08:22 see stats
Log
High Guard Talosis is crushed by the iron grip.
Saworc hits High Guard Talosis for 22 physical, 8 light, 10 fire, 13 fire, 17 light (71 total damage).
Saworc uses Block.
Bleeding from Saworc hits High Guard Talosis for 4 physical damage.
Burning from Saworc hits High Guard Talosis for 9 fire damage.
High Guard Talosis uses Ceasefire.
High Guard Talosis's Ceasefire performs a ranged critical strike against Saworc!
High Guard Talosis's Ceasefire hits Saworc for (48 blocked), 34 physical (34 total damage).
High Guard Talosis's Ceasefire hits Saworc for (48 blocked), 95 physical, (10 blocked), 0 physical (95 total damage).
Saworc shrugs off the effect 'Dazed'!
Saworc is dazed!
Tempest of Metal hits High Guard Talosis for 5 physical, 4 light, 5 fire, 7 fire, 8 light, 3 physical, 4 light, 5 fire, 7 fire, 8 light (57 total damage).
Saworc hits High Guard Talosis for 40 physical, 4 light, 5 fire, 7 fire, 8 light, 10 physical, 4 light, 5 fire, 7 fire, 8 light (98 total damage).
Bleeding from Saworc hits High Guard Talosis for 7 physical damage.
Burning from Saworc hits High Guard Talosis for 12 fire damage.
High Guard Talosis strafes with his steamguns!
Saworc is not dazed anymore.
High Guard Talosis's Strafe hits Saworc for 43 physical damage.
High Guard Talosis's Strafe hits Saworc for 44 physical, 9 physical (52 total damage).
Saworc uses Implant: Steam Generator.
Bleeding from Saworc hits High Guard Talosis for 15 physical damage.
Burning from Saworc hits High Guard Talosis for 24 fire damage.
High Guard Talosis strafes with his steamguns!
High Guard Talosis's Strafe performs a ranged critical strike against Saworc!
High Guard Talosis's Strafe performs a ranged critical strike against Saworc!
High Guard Talosis's Strafe hits Saworc for 63 physical damage.
High Guard Talosis's Strafe hits Saworc for 74 physical, 9 physical (83 total damage).
Saworc the level 12 orc sawbutcher was smashed to death by High Guard Talosis on level 3 of Vaporous Emporium.













































































