Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | 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:
Items Vault 1.4.8Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 18 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Emelyba the brown bear at level 18 on the 36th Dusk 122nd year of Ascendancy at 09:05 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 46) |
| Dexterity | 14 (base 10) |
| Constitution | 13 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 29 (base 21) |
| Cunning | 32 (base 25) |
Resources
| Life | -127/507 |
| Equilibrium | 30 |
| Healing Factor | 1.1845901639344 |
| Regeneration | 0.7699836065574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +92.592592592593% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 45 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 45 |
| Crit Chance | 11% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 59.292304923968 (100%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 34 |
| Physical Save | 34 |
| Spell Save | 16 |
| Mental Save | 23 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Poison Resistance | 10% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 51%. |
| Infusions | Effective talent level: 1.0 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 257 life over 5 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.5 steam per turn. Can be activated for an instant burst of 22 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 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 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Antimagic Shield |
| detrimental effect | Reduces global action speed by 8%. Slow |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Beridon is fed upon by Emelyba the brown bear. Fed Upon |
| detrimental effect | Beridon is writhing in agony, suffering from 14 to 71 damage over 5 turns. Agony |
| detrimental effect | The target is confused, acting randomly (chance 40%) and unable to perform complex actions. Confused |
Quests
Escort: lost warrior (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITESLATE039;Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; The Brotherhood of Alchemists | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within20 lumberjacks have died. | done |
Equipment
| On feet | Firefury (0 def, 5 armour) Firefury (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% * 10 arcane resource burn Changes resistances: +3% blight / +3% fire / +15% light / +3% temporal Talent granted: +1 Moss Tread Stealth bonus: +2 Infravision radius: +2 A pair of boots made of leather. |
| Light source | Turaganik TuraganikInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% cold / +9% light / +6% darkness Physical save: +6 (+3 eff.) Disease immunity: +10% Only die when reaching: -60.00 life Light radius: +2 Healing mod.: +11% 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 | Gotira (0 def, 3 armour) Gotira (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Str / +3 Wil / +7 Cun Changes resistances: +3% physical Changes resistances penetration: +15% physical Mental save: +6 (+3 eff.) Life regen: +0.20 Maximum stamina: +10.00 Mindpower: +4 (+2 eff.) Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Talent granted: +2 Project Saw Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 2/6) : Effective talent level: 2.0 Power cost: 6 out of 2/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 49.97 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | forceful ash totem of healing [power 110] (16/20 cooldown) forceful ash totem of healing [power 110] (16/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal a target within range 7 (based on Willpower) for 110, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Brightnight BrightnightInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +3 Armour: +6 Changes stats: +2 Con Changes resistances: +6% nature / +6% blight Changes damage: +3% fire Poison immunity: +10% Disease immunity: +10% Life regen: +0.20 Rings can have magical properties. |
| On fingers | copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
| Around neck | Gilykalthodunakan the steel amulet Gilykalthodunakan the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Wil Changes resistances: +14% lightning / +7% physical / +5% arcane / +3% temporal Spell save: +3 (+3 eff.) Stun/Freeze immunity: +20% Stamina each turn: +0.50 Amulets can have magical properties. |
| In main hand | steel steamsaw &039; (19.5-29.25 power, 8 apr) steel steamsaw &039; (19.5-29.25 power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 19.5 - 29.3 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 On weapon hit: * 25% chance to put talents on cooldown Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 6 lightning Damage when hit (Melee): 12 lightning Changes stats: +2 Dex Talent granted: +1 Block Maximum life: +20.00 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! |
| Around waist | Areriwe the rough leather belt Areriwe the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Changes resistances: +7% lightning / +6% temporal / +3% physical Changes resistances penetration: +5% arcane / +10% physical Maximum stamina: +5.00 A belt that goes around your waist. |
| In off hand | icy iron steamsaw of massacre (16-24 power, 0 apr) icy iron steamsaw of massacre (16-24 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: 16.0 - 24.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Damage (Melee): 6 cold Damage when hit (Melee): 10 ice Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Xerinn the linen cloak (1 def, 6 armour) Xerinn the linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +2.0% Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +2 Wil Changes resistances: +18% lightning / +11% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +15 (+7 eff.) Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Daireneg the steel mail armour (2 def, 15 armour) Daireneg the steel mail armour (2 def, 15 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Armour Hardiness: +20% Defense: +2 (+2 eff.) Fatigue: +18% Changes resistances: +16% acid Physical save: +6 (+3 eff.) Maximum life: +30.00 Maximum stamina: +10.00 A suit of armour made of mail. |
Inventory
regeneration infusion of the sneak (heal 243 over 5 turns) regeneration infusion of the sneak (heal 243 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 243 life over 5 turns. Its effects scale with your Cunning 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. |
Rune of Reflection (absorb and reflect 150 for 5 turns) Rune of Reflection (absorb and reflect 150 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Armour Reinforcement schematic: Armour ReinforcementRequires: - 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: Back Support schematic: Back SupportRequires: - 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: Fireproof Coating schematic: Fireproof CoatingRequires: - 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. |
2 schematic: Grounding Strap 2 schematic: Grounding StrapRequires: - 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. |
2 schematic: Rocket Boots 2 schematic: Rocket BootsRequires: - 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. |
2 schematic: Saw Shell 2 schematic: Saw ShellRequires: - 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. |
Layutta the Duathelwild Layutta the DuathelwildCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances penetration: +20% light Changes damage: +3% darkness / +3% light Life regen: +1.10 Amulets can have magical properties. |
cleansing copper amulet of cunning (+2) cleansing copper amulet of cunning (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% nature / +12% blight Poison immunity: +22% Disease immunity: +23% Amulets can have magical properties. |
grounding copper amulet of willpower (+2) grounding copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
starlit copper amulet of strength (+3) starlit copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% light / +10% darkness Blindness immunity: +21% Amulets can have magical properties. |
Scaldstun the steel longsword (14-19.6 power, 3 apr) Scaldstun the steel longsword (14-19.6 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * leeches stamina from the target Damage (Melee): +15 insidious poison When wielded/worn: Damage when hit (Melee): 10 nature slow Changes resistances penetration: +10% fire Grants telepathy: Demon/Minor Demon/Major Light radius: +1 See invisible: +3 Sharp, long, and deadly. |
steel mace &039; (19.5-27.3 power, 3 apr) steel mace &039; (19.5-27.3 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature / +5 temporal When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% darkness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Eclipse (18-21.6 power, 4 apr, darkness element)Eclipse (18-21.6 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+11 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Tinkerer& Tinkerer&Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 50% Firing range: +4 Travel speed: +600% Multiple attacks: +2 Damage (Ranged): +5 physical Attacks use: 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Runedotar RunedotarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +9 (+9 eff.) Changes resistances: +9% fire / +9% mind / +6% darkness Stealth bonus: +7 Disarm immunity: +10% A belt that goes around your waist. |
Taregondur the rough leather belt Taregondur the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% acid / +12% lightning Physical save: +5 (+3 eff.) Blindness immunity: +5% Stun/Freeze immunity: +15% Teleport immunity: +10% Mindpower: +3 (+2 eff.) Light radius: +1 A belt that goes around your waist. |
blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Stealth bonus: +6 A belt that goes around your waist. |
rough leather belt &039;Nudheta& rough leather belt &039;Nudheta&Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Con / +4 Wil Changes resistances: +5% cold / +6% fire Changes damage: +12% acid Light radius: +2 A belt that goes around your waist. |
linen cloak &039; (6 def, 4 armour) linen cloak &039; (6 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Changes resistances: +9% acid / +12% fire / +0% lightning Physical save: +9 (+5 eff.) Cut immunity: +15% Silence immunity: +10% 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. |
Alyrefang (0 def, 7 armour) Alyrefang (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +1 Mag Changes resistances: +6% lightning / +6% temporal / +9% mind / +6% nature Confusion immunity: +5% A pair of boots made of leather. |
pair of iron boots &039; (0 def, 3 armour) pair of iron boots &039; (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +5 Wil Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% fire Light radius: +1 Infravision radius: +2 See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Blazeresolve the iron gauntlets (3 def, 3 armour) Blazeresolve the iron gauntlets (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage (Melee): 5 nature Changes resistances: +5% nature Changes resistances penetration: +15% light Changes damage: +4% nature / +3% physical Maximum life: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Torehir (0 def, 1 armour) Torehir (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +4 Cun Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Blindness immunity: +10% Silence immunity: +10% Disarm immunity: +22% Infravision radius: +1 See invisible: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour) 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 It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 68.07 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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. |
sand rough leather gloves of strength (+2) (0 def, 7 armour) sand rough leather gloves of strength (+2) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +7 Damage (Melee): 5 physical Changes stats: +2 Str Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Airclash (0 def, 1 armour) Airclash (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid / 4 lightning Changes resistances: +7% cold Changes damage: +6% lightning Allows you to breathe in: water A cap made of leather. |
Silirin the rough leather hat (0 def, 1 armour) Silirin the rough leather hat (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: +5 Cun / +7 Wil Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Psi when hit: +0.04 Mindpower: +3 (+2 eff.) A hat made of leather. Very stylish. |
Uluthel (6 def, 1 armour) Uluthel (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +1% Changes stats: +2 Str / +0 Cun / +3 Con Changes resistances: +18% lightning Reduces incoming crit damage: 5.00% Mental save: +0 (+0 eff.) Blindness immunity: +15% Teleport immunity: +5% A cap made of leather. |
rough leather hat &039; (0 def, 1 armour) rough leather hat &039; (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Str / +4 Dex / +5 Wil / +5 Cun Mental save: +0 (+0 eff.) Mindpower: +4 (+2 eff.) Light radius: +2 A hat made of leather. Very stylish. |
stabilizing rough leather cap of the depths (0 def, 1 armour) stabilizing rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +10 (+5 eff.) A cap made of leather. |
Lisoseldana (11 def, 10 armour) Lisoseldana (11 def, 10 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +0% Defense: +11 (+10 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +14% Changes resistances: +12% acid / +30% cold / +3% nature Allows you to breathe in: water Silence immunity: +10% Disarm immunity: +10% A suit of armour made of mail. |
rejuvenating iron plate armour of lightning resistance (3 def, 7 armour) rejuvenating iron plate armour of lightning resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Changes resistances: +16% lightning Life regen: +2.10 Stamina each turn: +0.70 A suit of armour made of metal plates. |
8 agate 8 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. |
86 alchemist agate 86 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Porumira (dig speed 36 turns) Porumira (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Wil Changes resistances: +3% light / +9% cold / +6% darkness / +11% nature Changes damage: +6% nature Maximum psi: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Torchsnake the iron pickaxe (dig speed 30 turns) Torchsnake the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +1 Str Changes resistances: +12% acid Changes resistances penetration: +5% fire Changes damage: +6% acid / +12% fire Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe &039; (dig speed 38 turns) iron pickaxe &039; (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +1 Str Changes resistances: +11% nature / +6% fire Changes damage: +6% nature / +24% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner& miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern &039; brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex / +2 Mag / +1 Wil / +1 Cun Changes resistances: +3% nature Grants telepathy: Humanoid/Orc Physical save: +5 (+3 eff.) Light radius: +2 Healing mod.: +12% 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. |
survivor& survivor&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. |
Scrying Orb 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 Extractor 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) 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 121] simple healing salve [power 121]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 121, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
amethyst 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. |
7 ametrine 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. |
7 citrine 7 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 zircon 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Beridon the Cornac Sawbutcher level 18
30th Dusk 122nd year of Ascendancy at 01:24 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Beridon the Cornac Sawbutcher level 8
9th Mirth 122nd year of Ascendancy at 06:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Beridon the Cornac Sawbutcher level 10
7th Flare 122nd year of Ascendancy at 06:09 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Beridon the Cornac Sawbutcher level 18
36th Dusk 122nd year of Ascendancy at 08:59 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Beridon the Cornac Sawbutcher level 9
4th Flare 122nd year of Ascendancy at 08:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Beridon the Cornac Sawbutcher level 16
15th Dusk 122nd year of Ascendancy at 17:29 see stats
Log
Beridon activates Saw Wheels.
Emelyba the brown bear uses Willful Strike.
Beridon was blasted back 2 spaces!
Emelyba the brown bear hits Beridon for 0 physical damage.
Aralaith the brown bear stops bleeding.
Burning from Beridon hits Aralaith the brown bear for 16 fire damage.
Aralaith the brown bear rushes out!
Beridon is dazed!
Beridon hits Aralaith the brown bear for 5 lightning, 3 cold, 5 lightning, 3 cold (15 total damage).
Beridon hurls a huge boulder at something!
Aralaith the brown bear resists the knockback!
Beridon hits Aralaith the brown bear for 19 physical damage.
Beridon is not dazed anymore.
Agony from Emelyba the brown bear hits Beridon for 54 mind damage.
Aralaith the brown bear speeds up.
Aralaith the brown bear stops burning.
Aralaith the brown bear uses Stun.
Beridon deactivates Tempest of Metal.
Beridon deactivates Overheat Saws.
Beridon deactivates Saw Wheels.
Aralaith the brown bear slows down.
Beridon deactivates Grinding Shield.
Aralaith the brown bear hits Beridon for 9 physical damage.
Beridon hits Aralaith the brown bear for 5 lightning, 3 cold, 5 lightning, 3 cold, 7 physical, 4 lightning, 3 cold, 2 lightning, 0 arcane, 2 cold (32 total damage).
Saving done.
Saving done.
Saving game...
