













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Auto-self-cast Arcane Eye 1.5.0Automatically cast Arcan Eye on self when enemies are not visible and it's at level 4+ and it's not active Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 16 / 14% |
| Size | huge |
| Lifes / Deaths | Killed by Half-Finished Bone Giant at level 4 on the 76th Pyre 122nd year of Ascendancy at 19:19 0 / 6Killed by armoured skeleton warrior at level 14 on the 42nd Dusk 122nd year of Ascendancy at 17:22 Killed by shadow at level 15 on the 53rd Haze 122nd year of Ascendancy at 10:52 Killed by golem at level 15 on the 53rd Haze 122nd year of Ascendancy at 13:28 Killed by Iziabr the Bringer of Doom at level 15 on the 53rd Haze 122nd year of Ascendancy at 20:13 Killed by Director Hompalan at level 16 on the 63rd Haze 122nd year of Ascendancy at 20:32 |
Primary Stats
| Strength | 78 (base 30) |
| Dexterity | 35 (base 10) |
| Constitution | 53 (base 26) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 48 (base 28) |
Resources
| Life | -104/646 |
| Stamina | 211/212 |
| Steam | 63/100 |
| Healing Factor | 1.29457841929 |
| Regeneration | 5.5019582819823 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 8 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Nature | +9% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 34 |
| Ranged Defense | 38 |
| Fatigue | 26 |
| Physical Save | 36 |
| Spell Save | 22 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Physical | + 15%( 70%) |
| Nature | + 18%( 70%) |
| Fire | + 20%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 15%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Constitution stat. |
| 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 124% efficiency and cooldown mod of 77%. Its effects scale with your Cunning stat. |
| 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 121% efficiency and cooldown mod of 67%. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Disarm (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | [vs. Winterjeer the pair of iron boots (0 def, 3 armour) (On feet)]Winterjeer the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 (-) Physical crit. chance: +4.0% (-) Physical power: +4 (+1 eff.) (-) Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +9%(-) fire / +6%(-) nature / +3%(-) cold Changes resistances penetration: +10%(-) acid Talents granted: +1.00(-) Rocket Boots Spell save: +15 (+13 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. iron helm 'Scumsmash' (5 def, 3 armour) (On head)]iron helm 'Scumsmash' (5 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +5 (+3 eff.) (-) Fatigue: +5% (-) Changes stats: +5(-) Cun / +3(-) Wil Changes resistances penetration: +5%(-) nature Changes damage: +9%(-) nature Maximum stamina: +10.00 (-) Mindpower: +3 (+2 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Porunor (5 def, 2 armour) (On hands)]Porunor (5 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Defense: +5 (+3 eff.) (-) Fatigue: +3% (-) Changes stats: +5(-) Str / +3(-) Dex / +4(-) Cun Changes resistances: +5%(-) arcane / +3%(-) physical Talents cooldown: Double Strike (-1(-) turn) Critical mult.: +10.00% (-) Physical save: +7 (+3 eff.) (-) Only die when reaching: -20.00 life (-) 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. |
| Tool | [vs. Goriromidir the Sunusher (dig speed 16 turns) (Tool)]Goriromidir the Sunusher (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 (-) Physical power: +4 (+1 eff.) (-) Changes stats: +5(-) Str / +3(-) Dex / +2(-) Cun Mindpower: +15 (+8 eff.) (-) Mental crit. chance: +2% (-) Light radius: +2 (-) Infravision radius: +2 (-) Movement speed: +10% (-) When carried: Talents granted: +1.00(-) Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. psionicist's copper ring of sensing (On fingers, 1 of 2)]psionicist's copper ring of sensing Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Mental save: +4 (+2 eff.) (-) Blindness immunity: +21% (-) Infravision radius: +3 (-) See stealth: +8 (-) See invisible: +6 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. psionicist's copper ring of sensing (On fingers, 1 of 2)]rogue's steel ring of corrosion (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun / +0(-2) Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Blindness immunity: +0% (-21%) Infravision radius: +0 (-3) See stealth: +0 (-8) See invisible: +0 (-6) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. wanderer's copper amulet (Around neck)]wanderer's copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +4(-) Dex / +3(-) Cun / +4(-) Con Life regen: +2.00 (-) Stamina each turn: +0.40 (-) Movement speed: +10% (-) Amulets make your neck look great! |
| In main hand | [vs. steel steamsaw (15-22 power, 0 apr) (In main hand, 1 of 2)]steel steamsaw (15-22 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.0 - 22.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% (-) Attack speed: 100% (-) Block value: +24 (-) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +3 (-) Defense: +4 (+2 eff.) (-) Fatigue: +6% (-) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
| Around waist | [vs. Aereda the rough leather belt (Around waist)]Aereda the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) (-) Physical power: +10 (+2 eff.) (-) Defense: +5 (+3 eff.) (-) Changes stats: +3(-) Str / +4(-) Dex / +4(-) Cun / +6(-) Lck Trap disarming bonus: +5 (-) Stealth bonus: +5 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In off hand | [vs. steel steamsaw (15-22 power, 0 apr) (In main hand, 1 of 2)]iron steamsaw of massacre (16-25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 16.5 - 24.8(+1.5 - +2.2) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +10 (-14) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-1) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +4% (-2%) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
| Cloak | [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) (-) Spellpower: +5 (+5 eff.) (-) Mindpower: +5 (+3 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | [vs. Behemoth Hide (4 def, 6 armour) (Main armor)]Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +4 (+2 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +10% (-) Changes stats: +5(-) Str / +3(-) Con Maximum encumbrance: +20 (-) Knockback immunity: +50% (-) Life regen: +2.00 (-) Stamina each turn: +1.00 (-) Maximum life: +45.00 (-) Maximum stamina: +45.00 (-) Size category: +1 (-) A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
[vs. Implant: Steam Generator [steam generator implant of the titan (steam 6)] (on body)]steam generator implant of the titan (steam 9) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28(+5) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8(+1.1) steam per turn. Can be activated for an instant burst of 44(+6) steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. wanderer's copper amulet (Around neck)]stabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-4) Dex / +0(-3) Cun / +0(-4) Con Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +22% Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.40) Movement speed: +0% (-10%) Amulets make your neck look great! |
[vs. steel steamsaw (15-22 power, 0 apr) (In main hand, 1 of 2)]Gleamsmash (10-16 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8(-4.5 - -6.8) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +14 (-11) Damage (radius 2) on crit: +4 mind Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 (-1) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +4% (-2%) Effects on melee hit: * 20% chance to reduce armor by 19% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire Changes resistances: +6% light Changes resistances penetration: +5% mind Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. steel steamsaw (15-22 power, 0 apr) (In main hand, 1 of 2)]iron steamsaw (10-16 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8(-4.5 - -6.8) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +10 (-14) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-1) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +4% (-2%) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. steel steamsaw (15-22 power, 0 apr) (In main hand, 1 of 2)]iron steamsaw (10-16 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.5 - 15.8(-4.5 - -6.8) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +11 (-14) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-1) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +4% (-2%) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. steel steamsaw (15-22 power, 0 apr) (In main hand, 1 of 2)]iron steamsaw (10-14 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 9.5 - 14.2(-5.5 - -8.2) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +14 (-10) Attacks use: 1.0(-) Steam When wielded/worn: Armour: +2 (-1) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +4% (-2%) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. steel steamsaw (15-22 power, 0 apr) (In main hand, 1 of 2)]reinforced iron steamsaw of erosion (11-16 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.0 - 16.5(-4.0 - -6.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +10 (-14) Damage (Melee): +6 nature Attacks use: 1.0(-) Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 (+1) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +4% (-2%) Talents granted: +1.00(-) 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! Tap to cycle through comparison choices |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]Glorodhemina (7 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-2) Defense: +7 (+3 eff.) (+3 (+1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +12% (+2%) Damage when hit (Melee): 2 physical Changes stats: +1(-4) Str / +1(-2) Con Changes resistances: +5% mind Maximum encumbrance: +0 (-20) Mental save: +11 (+6 eff.) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +1.00 (-) Only die when reaching: -80.00 life Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]impenetrable iron mail armour (2 def, 9 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 (+3) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +12% (+2%) Changes stats: +0(-5) Str / +0(-3) Con Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]impenetrable iron mail armour of lightning resistance (2 def, 9 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 (+3) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +12% (+2%) Changes stats: +0(-5) Str / +0(-3) Con Changes resistances: +16% lightning Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-50%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-45.00) Size category: +0 (-1) A suit of armour made of mail. |
[vs. Aereda the rough leather belt (Around waist)]insulating rough leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-3) Str / +0(-4) Dex / +0(-4) Cun / +0(-6) Lck Changes resistances: +6% fire / +5% cold Trap disarming bonus: +0 (-5) Stealth bonus: +0 (-5) Mental save: +6 (+3 eff.) Spellpower: +3 (+3 eff.) Infravision radius: +0 (-4) A belt that goes around your waist. |
[vs. Cloak of Deception (Cloak)]Shadowreeve the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +1 Dex / +2 Cun / +3 Con Changes resistances penetration: +10% darkness / +5% fire Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Winterjeer the pair of iron boots (0 def, 3 armour) (On feet)]Eremiyahell the pair of rough leather boots (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 (-3) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-) Defense: +5 (+2 eff.) Fatigue: +0% (-2%) Damage when hit (Melee): 6 physical Changes resistances: +0%(-9%) fire / +0%(-6%) nature / +0%(-3%) cold Changes resistances penetration: +0%(-10%) acid Talent granted: +0(+-1) Rocket Boots Spell save: +0 (+0 eff.) (-15 (-13 eff.)) Stamina each turn: +2.00 Infravision radius: +1 A pair of boots made of leather. |
[vs. Winterjeer the pair of iron boots (0 def, 3 armour) (On feet)]pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +0 (-4) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +0%(-9%) fire / +0%(-6%) nature / +0%(-3%) cold Changes resistances penetration: +0%(-10%) acid Talent granted: +0(+-1) Rocket Boots Spell save: +0 (+0 eff.) (-15 (-13 eff.)) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Porunor (5 def, 2 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-5) Str / +0(-3) Dex / +4 Wil / +4(-) Cun Changes resistances: +0%(-3%) physical / +10% nature / +0%(-5%) arcane Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent cooldown: Double Strike ((+0(+1) turn) Critical mult.: +0.00% (-10.00%) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Poison immunity: +20% Only die when reaching: +0.00 life (+20.00 life) 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. |
[vs. Porunor (5 def, 2 armour) (On hands)]rough leather gloves 'Emelywen' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 (-1) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-5) Str / +3(-) Dex / +0(-4) Cun Changes resistances: +9% cold / +0%(-5%) arcane / +0%(-3%) physical Talent cooldown: Double Strike ((+0(+1) turn) Critical mult.: +0.00% (-10.00%) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +6 (+3 eff.) Poison immunity: +10% Disarm immunity: +10% Only die when reaching: -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. |
[vs. Porunor (5 def, 2 armour) (On hands)]iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: +1% (-2%) Changes stats: +0(-5) Str / +0(-3) Dex / +0(-4) Cun Changes resistances: +0%(-5%) arcane / +0%(-3%) physical Talent cooldown: Double Strike ((+0(+1) turn) Critical mult.: +0.00% (-10.00%) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Only die when reaching: +0.00 life (+20.00 life) 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. |
[vs. iron helm 'Scumsmash' (5 def, 3 armour) (On head)]miner's rough leather cap of strength (+3) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-1) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: +1% (-4%) Changes stats: +3 Str / +0(-5) Cun / +0(-3) Wil Changes resistances penetration: +0%(-5%) nature Changes damage: +0%(-9%) nature Maximum stamina: +0.00 (-10.00) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Infravision radius: +1 A cap made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
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. |
106 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. |
[vs. bright brass lantern of health (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-41.00) Light radius: +5 (-) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. bright brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-41.00) Light radius: +3 (-2) 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. |
[vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-1.00) Light radius: +6 (+1) 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. |
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. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 121% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 153] simple healing salve [power 153]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 121% efficiency and 67% cooldown modifier. It can be used to heal 153 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple pain suppressor salve [power 129] simple pain suppressor salve [power 129]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 121% efficiency and 67% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -129 life and reduces all damage by 11% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
[vs. Goriromidir the Sunusher (dig speed 16 turns) (Tool)]iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +0 (-7) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Fatigue: -4% Changes stats: +2(-3) Str / +0(-3) Dex / +0(-2) Cun Mindpower: +0 (+0 eff.) (-15 (-8 eff.)) Mental crit. chance: +0% (-2%) Light radius: +0 (-2) Infravision radius: +0 (-2) Movement speed: +0% (-10%) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Recall (1/1)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 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Ce'Nura the Skeleton Sawbutcher level 15
53rd Haze 122nd year of Ascendancy at 21:07 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ce'Nura the Skeleton Sawbutcher level 11
10th Dusk 122nd year of Ascendancy at 14:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ce'Nura the Skeleton Sawbutcher level 10
4th Flare 122nd year of Ascendancy at 00:16 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Ce'Nura the Skeleton Sawbutcher level 13
35th Dusk 122nd year of Ascendancy at 16:03 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ce'Nura the Skeleton Sawbutcher level 9
9th Mirth 122nd year of Ascendancy at 03:59 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ce'Nura the Skeleton Sawbutcher level 15
46th Dusk 122nd year of Ascendancy at 16:48 see stats
Log
Burning from Ce'Nura hits Degenerated skeleton warrior for 12 fire damage.
Burning from Ce'Nura hits Betiyana the degenerated skeleton warrior for 12 fire damage.
Burning from Ce'Nura hits Degenerated skeleton warrior for 12 fire damage.
Degenerated skeleton warrior hits Ce'Nura for 36 physical, 6 light (42 total damage).
Degenerated skeleton warrior hits Ce'Nura for 33 physical damage.
Burning from Ce'Nura killed Betiyana the degenerated skeleton warrior!
Islybrenn the skeleton archer is on fire!
Degenerated skeleton warrior is on fire!
Tempest of Metal hits Islybrenn the skeleton archer for (7 gestured), 22 physical, 16 fire, (1 gestured), 18 physical, 16 fire (72 total damage).
Tempest of Metal hits Degenerated skeleton warrior for 30 physical, 17 fire, 15 physical, 17 fire (80 total damage).
Tempest of Metal hits Degenerated skeleton warrior for 29 physical, 17 fire, 18 physical, 17 fire (82 total damage).
Ce'Nura hits Degenerated skeleton warrior for 121 physical damage.
Director Hompalan uses Battle Call.
Ce'Nura is called to battle!
Ce'Nura is called to battle!
Ce'Nura killed Degenerated skeleton warrior!
Shadow hits Ce'Nura for 15 physical damage.
Burning from Ce'Nura hits Degenerated skeleton warrior for 12 fire damage.
Burning from Ce'Nura hits Degenerated skeleton warrior for 12 fire damage.
Burning from Ce'Nura hits Islybrenn the skeleton archer for 10 fire damage.
Islybrenn the skeleton archer shoves Something aside.
Ce'Nura is less vulnerable.
Ce'Nura activates Grinding Shield.
Director Hompalan casts Arcane Strike.
Director Hompalan casts Earthen Missiles.
Director Hompalan casts Flame.
Director Hompalan hits Ce'Nura for 28 arcane, 16 arcane, 26 arcane, 30 arcane (99 total damage).
Ce'Nura the level 16 skeleton sawbutcher was dweomered to death by a Director Hompalan on level 3 of Ruined halfling complex.

















































































