










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | 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 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official 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 | Krog |
| Class | Berserker |
| Level / Exp | 31 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Glurana the dredgling at level 31 on the 14th Dusk 123rd year of Ascendancy at 00:27 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 60 (base 56) |
| Dexterity | 39 (base 27) |
| Constitution | 36 (base 31) |
| Magic | 8 (base 10) |
| Willpower | 36 (base 22) |
| Cunning | 59 (base 19) |
Resources
| Psi | 126/126 |
| Life | -275/982 |
| Steam | 100/100 |
| Stamina | 25/285 |
| Equilibrium | 31 |
| Healing Factor | 1.1979202340232 |
| Regeneration | 12.278682398738 |
Speed
| Mental | +1.3322676295502E-13% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 58.111980720648 |
| See Invisible | 52.111980720648 |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 70 |
| Crit Chance | 55% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| All | 0% |
| Physical | +9% |
| Mind | +6% |
| Nature | +27% |
Offense: Damage Penetration
| Physical | +44% |
Defense: Base
| Armour (hardiness) | 42.267542355611 (99.247019847425%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 8 |
| Physical Save | 36 |
| Spell Save | 27 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 26%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 36% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 60% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 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 115% efficiency and cooldown mod of 50%. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 30. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bear paw. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Searblast (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +3 Dex Changes resistances: +3% acid / +15% fire / +6% temporal Reduces incoming crit damage: 5.00% Physical save: +9 (+4 eff.) Spell save: +6 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Only die when reaching: -60.00 life It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Veletta Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +1% physical Changes resistances penetration: +15% physical Changes damage: +12% light Maximum stamina: +30.00 Mental crit. chance: +1% Light radius: +8 See stealth: +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. |
| On head | Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+5 eff.) Changes stats: +28 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
| Tool | steel torque of psionic shield 'Amatir' [power 47] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Poison immunity: +10% Stun/Freeze immunity: +10% Life regen: +2.00 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Heal for 41. Torques are made by powerful psionics to store psionic powers. |
| On fingers | TarrekalthokathInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Changes stats: +1 Str Changes resistances: +26% nature / +6% fire Changes damage: +13% nature Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Rings make your fingers look great! |
| On fingers | BloomthornInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +9% light / +12% blight / +9% fire / +5% arcane Changes damage: +9% nature Mental save: +7 (+3 eff.) Confusion immunity: +26% Rings make your fingers look great! |
| Around waist | Bethodhethra the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+4 eff.) Fatigue: -16% Changes resistances: +1% physical Changes resistances penetration: +15% physical Maximum encumbrance: +40 Spell save: +3 (+1 eff.) Maximum life: +32.00 A belt that goes around your waist. |
| In main hand | truestriking voratun greatmaul of disruption (70-105 power, 20 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +19.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural When wielded/worn: Accuracy: +28 (+7 eff.) Armour penetration: +12 Changes resistances penetration: +14% physical Massive two-handed mauls. |
| On hands | Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +5 Iron Grip Poison immunity: +20% Disarm immunity: +100% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Tundraviper the dwarven-steel plate armour (0 def, 18 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +18 Fatigue: +22% Changes stats: +5 Dex Changes resistances: +8% acid / +8% physical / +8% fire / +6% lightning / +20% cold Changes damage: +6% mind Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Only die when reaching: -40.00 life Mental crit. chance: +4% A suit of armour made of metal plates. |
| Cloak | Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind / +30% lightning Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +50% Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 5.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 51 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Around neck | GlebethInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +3 Con Changes resistances: +16% nature / +19% blight Changes damage: +9% physical Poison immunity: +37% Disease immunity: +30% Maximum hate: +6.00 Amulets make your neck look great! |
Inventory
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Shockwalker the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +25 (+11 eff.) Changes resistances: +6% lightning / +2% physical / +18% mind Changes resistances penetration: +10% physical Critical mult.: +15.00% Confusion immunity: +25% Amulets make your neck look great! |
StormraceInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 2 blight Changes stats: +3 Str Changes resistances: +12% lightning / +12% light / +12% darkness Changes resistances penetration: +15% lightning Blindness immunity: +26% Stun/Freeze immunity: +24% Amulets make your neck look great! |
Tirakai's Maul (32-42 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 8 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level.Ivivea the steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Armour: +6 Changes stats: +3 Str Changes resistances: +5% physical Blindness immunity: +20% Pinning immunity: +20% Life regen: +4.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Brodemador (26 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +8 Defense: +26 (+12 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +3 Wil Changes resistances: +0% lightning Changes resistances penetration: +20% physical Mental save: +5 (+2 eff.) Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelarera the Glitterhunt (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +15% acid / +9% light / +0% lightning Changes damage: +9% light Physical save: +13 (+5 eff.) Mental save: +22 (+8 eff.) Disease immunity: +15% Stun/Freeze immunity: +0% Only die when reaching: -50.00 life Maximum life: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of dwarven-steel boots 'Gunosasta' (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +8 Wil Critical mult.: +10.00% Mental save: +15 (+5 eff.) Maximum psi: +20.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Balozilantir the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +6 Str / +4 Wil Changes resistances: +9% temporal Changes resistances penetration: +10% temporal See invisible: +21 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. |
Blackcut the dwarven-steel gauntlets (5 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Damage (Melee): 10 cold Damage when hit (Melee): 2 darkness Changes resistances: +7% cold Changes resistances penetration: +10% darkness / +20% physical Changes damage: +5% cold Disarm immunity: +0% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 18 power out of 24/24) : Effective talent level: 3.5 Power cost: 18 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 225.66 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Morningspike the hardened leather cap (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +2 Cun / +5 Wil Changes resistances: +9% blight / +9% light Changes resistances penetration: +15% physical Changes damage: +9% light Mental save: +10 (+4 eff.) Only die when reaching: -80.00 life A cap made of leather. |
Ragohad the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +9 Cun / +5 Wil Critical mult.: +5.00% Mental save: +0 (+0 eff.) Equilibrium when hit: +0.04 Mindpower: +14 (+5 eff.) A cap made of leather. |
hardened leather hat 'Mardyruirin' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Wil / +0 Cun Changes resistances: +8% physical Changes damage: +21% physical Physical save: +8 (+4 eff.) Mental save: +0 (+0 eff.) Silence immunity: +0% Maximum stamina: +30.00 A hat made of leather. Very stylish. |
66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 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. |
powerful fiery salve [power 18] powerful fiery salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 115% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 115% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. |
powerful healing salve [power 245] powerful healing salve [power 245]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 115% efficiency and 50% cooldown modifier. It can be used to heal 245 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 115% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Blazequench (24/24, 53-64 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +26 blight / +8 lightning Damage (radius 1) on hit: +16 arcane / +20 lightning Shots are used with slings to pummel your foes to death. |
mastercraft ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour: +8 Reduces incoming crit damage: 28.00% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Bregorak the ash totem of stinging [power 200] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +5 Str / +6 Mag / +3 Cun Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% It can be used to sting an enemy dealing 254 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Eluritha [power 314] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +9% mind Changes resistances penetration: +5% mind Changes damage: +9% mind It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Rek the Krog Berserker level 17
10th Allure 123rd year of Ascendancy at 11:05 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Rek the Krog Berserker level 23
70th Regrowth 123rd year of Ascendancy at 07:22 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rek the Krog Berserker level 13
2nd Decay 122nd year of Ascendancy at 14:28 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rek the Krog Berserker level 31
5th Mirth 123rd year of Ascendancy at 14:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rek the Krog Berserker level 21
41st Regrowth 123rd year of Ascendancy at 10:09 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rek the Krog Berserker level 24
3rd Pyre 123rd year of Ascendancy at 21:01 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Rek the Krog Berserker level 20
33rd Regrowth 123rd year of Ascendancy at 03:56 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rek the Krog Berserker level 26
23rd Pyre 123rd year of Ascendancy at 13:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rek the Krog Berserker level 10
56th Haze 122nd year of Ascendancy at 22:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rek the Krog Berserker level 20
32nd Regrowth 123rd year of Ascendancy at 20:24 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rek the Krog Berserker level 30
2nd Mirth 123rd year of Ascendancy at 14:45 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rek the Krog Berserker level 28
41st Pyre 123rd year of Ascendancy at 18:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rek the Krog Berserker level 22
44th Regrowth 123rd year of Ascendancy at 13:47 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Rek the Krog Berserker level 27
36th Pyre 123rd year of Ascendancy at 03:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rek the Krog Berserker level 4
22nd Haze 122nd year of Ascendancy at 17:32 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rek the Krog Berserker level 29
75th Pyre 123rd year of Ascendancy at 17:41 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rek the Krog Berserker level 29
75th Pyre 123rd year of Ascendancy at 00:03 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rek the Krog Berserker level 22
68th Regrowth 123rd year of Ascendancy at 15:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rek the Krog Berserker level 17
9th Regrowth 123rd year of Ascendancy at 17:43 see stats
Log
Luminous horror's light area effect hits Rek for (45 antimagic), 0 light (0 total damage).
Mayinor the fearful symmetry loses 31 health to the entropy.
Mayinor the fearful symmetry is not dazed anymore.
Mayinor the fearful symmetry deactivates Chaos Orbs.
Chaos Orbs has been disrupted by anti-magic forces!
Glurana the dredgling is no longer evading attacks.
Mayatta the Guardian uses Telekinetic Smash.
Melee retaliation hits Mayatta the Guardian for (2 absorbed), 0 mind, (2 absorbed), 0 mind, (2 absorbed), 0 mind (0 total damage).
Bleeding from Rek hits Mayinor the fearful symmetry for 65 physical damage.
Mayatta the Guardian's Beyond the Flesh hits Rek for 147 physical, 29 physical (175 total damage).
Mayatta the Guardian hits Rek for 158 physical, 29 physical, 240 physical, 29 physical (456 total damage).
Mayinor the fearful symmetry misses Rek.
Glurana the dredgling casts Earthen Missiles.
Glurana the dredgling's spell attains critical power!
Glurana the dredgling's spell attains critical power!
Glurana the dredgling casts Epidemic.
Rek shrugs off Glurana the dredgling's 'Epidemic'!
Dreaming horror uses Distortion Wave.
Rek resists the knockback!
Rek resists the stun!
Dreaming horror converts some damage to Psi!
Glurana the dredgling hits Rek for 101 physical, (10 antimagic), 0 blight (101 total damage).
Melee retaliation hits Glurana the dredgling for (3 flat reduction), 0 mind (0 total damage).
Bleeding from Rek hits Dreaming horror for (14 resonance), 5 to psi, 6 physical (11 total damage).
Dreaming horror hits Rek for 5 mind, 139 physical (144 total damage).
Dreaming horror receives 9 healing (14 psi heal).
Glurana the dredgling's Earthen Missiles hits Rek for 70 physical damage.
Rek the level 31 krog berserker was smashed to death by Glurana the dredgling on level 1 of Ruined Dungeon.
Rek no longer revels in blood quite so much.
Rek's rage subsides!






































































































