
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. No move when enemy visible 1.5.5Pops up a warning dialog if you try and move when an enemy is visible. 1.1.0: 1.2.0: 1.3.0: 1.4.0: - fix typo, remove log accidentally left in 1.5.0: 1.5.1: Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack 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.) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 14 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 35th Revenge 124th year of Ascendancy at 22:52 / 1 |
Primary Stats
| Strength | 43 (base 38) |
| Dexterity | 9 (base 10) |
| Constitution | 19 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 31 (base 32) |
Resources
| Life | -220/480 |
| Steam | 88/100 |
| Healing Factor | 0.2210979929162 |
| Regeneration | 0.29848229043688 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 31 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 31 |
| Crit Chance | 8% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 33.317011280365 (73.452380952381%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 30 |
| Physical Save | 28 |
| Spell Save | 13 |
| Mental Save | 15 |
Defense: Resistances
| Lightning | -6%( 70%) |
| Darkness | -6%( 70%) |
| Blight | -8%( 70%) |
| Physical | -4%( 70%) |
| Cold | 14%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 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 81% efficiency and cooldown mod of 54%. |
| 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 105% efficiency and cooldown mod of 62%. |
| 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 6.7 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 4/5 |
| 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 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Overheat Saws |
| talent | Grinding Shield |
| detrimental effect | The target is infected by a disease, doing 45.84 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 33.18 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 94.20 blight damage and spawn a carrion worm mass. |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is poisoned, taking 3.00 nature damage per turn and decreasing all heals received by 26%. Insidious Poison |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
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 |
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&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
The Grumpy Shopowner | active |
This is our land! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On hands | [vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)]Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Con Talents cooldown: Clinch (-2(-) turns) Talents granted: +1.00(-) Spring Grapple Disarm immunity: +40% (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-) Crit. chance: +7.0% (-) Attack speed: 100% (-) When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| On feet | [vs. pair of hardened leather boots of evasion (11 def, 3 armour) (On feet)]pair of hardened leather boots of evasion (11 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Defense: +11 (+7 eff.) (-) Fatigue: +3% (-) Talents granted: +1.00(-) Rocket Boots Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| On head | [vs. iron helm of dexterity (+2) (0 def, 3 armour) (On head)]iron helm of dexterity (+2) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Dex Infravision radius: +6 (-) Sight radius: +1 (-) See stealth: +10 (-) See invisible: +10 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Main armor | [vs. radiant iron mail armour of Eyal (2 def, 4 armour) (Main armor)]radiant iron mail armour of Eyal (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 4(-) light Changes stats: +1(-) Wil Changes resistances: +10%(-) blight / +12%(-) darkness Life regen: +1.10 (-) Maximum life: +41.00 (-) Light radius: +1 (-) Healing mod.: +11% (-) A suit of armour made of mail. |
| In main hand | [vs. acidic steel steamsaw (111% power, 8 apr) (In main hand, 1 of 2)]acidic steel steamsaw (111% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 111% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (-) Crit. chance: +2.0% (-) Attack speed: 100% (-) Block value: +21 (-) On weapon crit: * splashes the target with acid Damage (Melee): +8(-) acid 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 |
| In off hand | [vs. acidic steel steamsaw (111% power, 8 apr) (In main hand, 1 of 2)]arcing iron steamsaw (102% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 102% (-9%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-8) Crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +13 (-8) On weapon hit: + 25% chance for lightning to arc to a second target On weapon crit: - splashes the target with acid Damage (Melee): +6 lightning / +0(-8) acid 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. Yeti-fur Cloak (9 def, 2 armour) (Cloak)]Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+5 eff.) (-) Changes resistances: +12%(-) lightning / +15%(-) cold Physical save: +10 (+5 eff.) (-) Stun/Freeze immunity: +20% (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Light source | [vs. survivor&LASTsurvivor& Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Maximum life: +40.00 (-) Light radius: +2 (-) Healing mod.: +10% (-) 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. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the titan (heal 98) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune of the duelist (absorb 132 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 132 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Armour Reinforcement Requires: - 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. |
[vs. acidic steel steamsaw (111% power, 8 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel greatmaul (154% power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 154% (+43%) Range: 1.5x (+0.0x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-6) Crit. chance: +1.5% (-0.5%) Attack speed: 100% (-) Block value: +0 (-21) On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Armour: +0 (-3) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +0% (-6%) Changes resistances penetration: +7% physical Talent granted: +0(+-1) Block Massive two-handed mauls. |
[vs. acidic steel steamsaw (111% power, 8 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. nature& Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% (-18%) Range: 1.1x (-0.4x) Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+16) Crit. chance: +3.5% (+1.5%) Attack speed: 100% (-) Block value: +0 (-21) On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-3) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +0% (-6%) Changes resistances: +4% blight Changes damage: +2% acid / +5% nature Talent granted: +0(+-1) Block Disease immunity: +12% Equilibrium when hit: +0.50 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. Tap to cycle through comparison choices |
[vs. acidic steel steamsaw (111% power, 8 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. vined mindstar of slime (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% (-26%) Range: 1.1x (-0.4x) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+10) Crit. chance: +3.0% (+1.0%) Attack speed: 100% (-) Block value: +0 (-21) On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour: +0 (-3) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +0% (-6%) Effects when hit in melee: * Slows global speed by 3% Changes damage: +2% nature Talent granted: +0(+-1) Block Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
[vs. acidic steel steamsaw (111% power, 8 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. mighty cured leather sling of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-8) Crit. chance: +0.0% (-2.0%) Attack speed: 125% (+25%) Block value: +0 (-21) Firing range: +7 On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid Damage (Ranged): +6 cold Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical power: +6 (+2 eff.) Armour: +0 (-3) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +0% (-6%) Changes stats: +2 Str Changes damage: +11% cold Talent granted: +0(+-1) Block Slings are used to hurl stones or metal shots at your foes. |
[vs. acidic steel steamsaw (111% power, 8 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. thought-forged steel steamsaw of temporal resistance (+11%) (108% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% (-3%) Range: 1.5x (+0.0x) Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (-) Crit. chance: +2.0% (-) Attack speed: 100% (-) Block value: +22 (+1) On weapon hit: * 14% chance to cause random gloom (+14%) On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid / +5 mind Attacks use: 1.0(-) Steam When wielded/worn: Armour: +3 (-) Defense: +4 (+2 eff.) (-) Fatigue: +6% (-) Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +1 Wil Changes resistances: +11% temporal 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. radiant iron mail armour of Eyal (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spellwoven cashmere robe of the mind (+10%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+1 eff.) (-) Fatigue: +0% (-12%) Damage when hit (Melee): 0(-4) light Changes stats: +0(-1) Wil Changes resistances: +0%(-10%) blight / +10% mind / +0%(-12%) darkness Changes damage: +10% mind Spell save: +15 (+11 eff.) Life regen: +0.00 (-1.10) Maximum life: +0.00 (-41.00) Spellpower: +2 (+2 eff.) Spell crit. chance: +3% Light radius: +0 (-1) Healing mod.: +0% (-11%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. pair of hardened leather boots of evasion (11 def, 3 armour) (On feet)]pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +2 (+2 eff.) (-9 (-5 eff.)) Ranged Defense: +2 (+1 eff.) Fatigue: +1% (-2%) Talent granted: +0(+-1) Rocket Boots A pair of boots made of leather. |
[vs. iron helm of dexterity (+2) (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. warlord& Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +4 (+1) Fatigue: +4% (-1%) Changes stats: +4 Str / +0(-2) Dex / +4 Wil Changes resistances: +5% physical Physical save: +7 (+4 eff.) Infravision radius: +0 (-6) Sight radius: +0 (-1) See stealth: +0 (-10) See invisible: +0 (-10) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. radiant iron mail armour of Eyal (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of acid resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (+2) Defense: +2 (+1 eff.) (-) Fatigue: +14% (+2%) Damage when hit (Melee): 0(-4) light Changes stats: +0(-1) Wil Changes resistances: +11%(+1%) blight / +0%(-12%) darkness / +11% nature / +15% acid Life regen: +0.00 (-1.10) Maximum life: +0.00 (-41.00) Light radius: +0 (-1) Healing mod.: +0% (-11%) A suit of armour made of mail. |
[vs. radiant iron mail armour of Eyal (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of lightning resistance (3 def, 14 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 (+10) Defense: +3 (+2 eff.) (+1 (+1 eff.)) Fatigue: +16% (+4%) Damage when hit (Melee): 0(-4) light Changes stats: +0(-1) Wil Changes resistances: +17% lightning / +0%(-12%) darkness / +0%(-10%) blight Life regen: +0.00 (-1.10) Maximum life: +0.00 (-41.00) Light radius: +0 (-1) Healing mod.: +0% (-11%) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Hornet Stingers (20/20, 117% power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
This item will automatically be transmogrified when you leave the level.blazing quiver of yew arrows of erosion (23/23, 140% power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 141% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 Damage (Ranged): +15 fire / +12 nature / +9 temporal Burst (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows (20/20, 120% power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 121% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
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. |
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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion& |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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), costing 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)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, costing 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]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 120] simple healing salve [power 120]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 120, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
potent fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot &ORANGELAST039; When attach to an other item: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level.warded yew totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +3 acid / +2 nature / +1 light Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 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. |
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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Mardysakalthomnir the Kruk Yeti Sawbutcher level 11
42nd Retaking 124th year of Ascendancy at 11:20 see stats
Level 10 (Roguelike)
Got a character to level 10.By Mardysakalthomnir the Kruk Yeti Sawbutcher level 10
38th Retaking 124th year of Ascendancy at 06:00 see stats
Log
Worm Rot from Worm that walks hits Mardysakalthomnir for 37 blight, 34 acid (72 total damage).
Mardysakalthomnir activates Saw Wheels.
Mardysakalthomnir deactivates Rocket Boots.
Mardysakalthomnir deactivates Saw Wheels.
Worm that walks casts Acid Strike.
Worm that walks drains life from Mardysakalthomnir!
Worm that walks drains life from Mardysakalthomnir!
Worm that walks drains life from Mardysakalthomnir!
Worm that walks drains life from Mardysakalthomnir!
Worm that walks hits Mardysakalthomnir for 27 acid, 23 blight, 25 acid, 3 nature, 23 blight, 69 acid, 23 blight, 23 blight, 24 blight, 3 nature, 23 blight (264 total damage).
Mardysakalthomnir hits Worm that walks for 10 healing, 4 light, 10 healing, 4 light, 10 healing, 4 light, 10 healing, 4 light (16 total damage) [39 healing].
Insidious Poison from Worm that walks hits Mardysakalthomnir for 0 nature damage.
Worm Rot from Worm that walks hits Mardysakalthomnir for 37 blight, 34 acid (72 total damage).
Mardysakalthomnir receives 129 healing.
Worm that walks casts Epidemic.
Mardysakalthomnir is afflicted by an epidemic!
Worm that walks drains life from Mardysakalthomnir!
Worm that walks drains life from Mardysakalthomnir!
Worm that walks hits Mardysakalthomnir for 19 blight, 23 blight, 18 blight, 3 nature, 23 blight (86 total damage).
Mardysakalthomnir hits Worm that walks for 10 healing, 4 light, 10 healing, 4 light (8 total damage) [20 healing].
Worm Rot from Worm that walks hits Mardysakalthomnir for 37 blight, 34 acid (72 total damage).
Insidious Poison from Worm that walks hits Mardysakalthomnir for 3 nature damage.
Epidemic from Worm that walks hits Mardysakalthomnir for 51 blight damage.
Mardysakalthomnir receives 21 healing.
Worm that walks casts Drain.
Mardysakalthomnir deflects the projectile from Worm that walks to the northeast!
Saving game...













































































