


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ashes of Urh'Rok 1.6.0Official 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:
Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Improved Auto-explore and Rest 1.6.0Quality 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. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Items Vault 1.6.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Convenient Digging 1.5.5 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. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.6.0Official 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:
Select your Escorts 1.6.0Allows 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Infinite Cat Points 1.4.0One Cat Point per level. 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. Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Annihilator |
Level / Exp | 22 / 8% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 75 (base 22) |
Dexterity | 64 (base 50) |
Constitution | 105 (base 50) |
Magic | 55 (base 50) |
Willpower | 40 (base 10) |
Cunning | 135 (base 50) |
Resources
Life | 1244/1244 |
Positive | 93/93 |
Steam | 150/150 |
Healing Factor | 1.8681818181818 |
Regeneration | 36.89659090909 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +126% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
See Stealth | 31 |
See Invisible | 30 |
Offense: Mainhand
Damage | 77 |
Accuracy | 68 |
Crit Chance | 66% |
APR | 80 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +17% |
Cold | +5% |
Blight | +6% |
Arcane | +3% |
Fire | +23% |
All | 0% |
Offense: Damage Penetration
Mind | +30% |
Acid | +45% |
Light | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 123.59784943284 (98.333333333333%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 2 |
Physical Save | 81 |
Spell Save | 61 |
Mental Save | 88 |
Defense: Resistances
Blight | + 54%( 70%) |
Physical | + 70%( 70%) |
Cold | + 43%( 70%) |
All | + 19%( 70%) |
Lightning | + 48%( 70%) |
Light | + 7%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 70%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 57%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 230% efficiency and cooldown mod of 69%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 light, 4 mind, 3 cold, 4 nature, 4 arcane |
Class Talents
Steamtech / Magnetism | 1.70 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Demolition | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gadgets | 2.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Steamtech / Turrets | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Artillery | 2.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.70 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 2.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 2.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 2.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Chemistry | 2.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Conditioning | 1.40 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.40 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Steamtech / Blacksmith | 3.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Miasma Engine |
talent | Through The Crowd |
talent | Chant of Fortitude |
talent | Dig |
talent | Exoskeleton |
talent | Chemical Grenade |
talent | Rocket Pod |
talent | Shockstaff |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 40% talent failure, 84% reduced healing, and take 202.32 additional acid damage from melee and ranged attacks. Miasma Engine |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
beneficial effect | 24% chance to fully absorb any damaging actions. Smogscreen |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 71% and triggers a radius 11 conal explosion dealing 251% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 have explored the Maze and vanquished the Minotaur. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +4 Cun / +4 Con Talent granted: +5 Rocket Boots Stealth bonus: +0 Physical save: +13 (+2 eff.) Mental save: +21 (+4 eff.) Movement speed: +25% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 70.5 - 84.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +26.0% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +2 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% nature / +3% blight Mental save: +14 (+3 eff.) Stun/Freeze immunity: +20% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +4 Fatigue: +3% Changes stats: +11 Str / +4 Dex / +19 Cun / +4 Con Changes resistances: -15% light / +9% fire Physical save: +12 (+2 eff.) Mental save: +19 (+4 eff.) Stamina when hit: +1.30 Equilibrium when hit: +1.20 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 356.1 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 26% Damage (Melee): 7 cold Changes stats: +4 Str / +3 Dex / +3 Mag / +3 Wil / +10 Cun Changes resistances: +5% cold Changes damage: +3% arcane / +5% cold Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Physical save: +8 (+1 eff.) Disarm immunity: +100% Mental crit. chance: +2% 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 | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 32 Damage (Melee): 10 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 32 Damage (Ranged): 14 physical Changes stats: +4 Cun / +3 Wil Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +1 Wil Changes resistances: +3% fire Changes damage: +6% fire Critical mult.: +5.00% Blindness immunity: +23% Mindpower: +5 (+2 eff.) Infravision radius: +4 See stealth: +6 See invisible: +5 Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 blight Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +20% blight Changes resistances penetration: +10% light Changes damage: +6% blight Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * splashes acid on your target dealing 90 damage and reducing their armor Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +10 Wil / +5 Cun / +7 Con Maximum life: +74.00 Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+2 eff.) Armour: +3 Fatigue: -20% Effects on melee hit: * 10% chance to reduce armor by 30% Changes resistances penetration: +20% acid Maximum encumbrance: +50 Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +196 Damage (Melee): +30 physical / +28 cold When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 178 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +6 Wil Changes resistances: +19% physical / +16% cold Talent granted: +1 Block Slows Projectiles: +18% Bonus block near projectiles: +110 Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +30% lightning / +9% cold Changes resistances penetration: +5% mind Changes damage: +9% acid Stun/Freeze immunity: +50% Maximum hate: +4.00 Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +35 Defense: +13 (+3 eff.) Fatigue: +13% Damage when hit (Melee): 40 physical Changes stats: +4 Cun / +4 Wil Changes resistances: +20% blight / +19% darkness Mental save: +18 (+4 eff.) Light radius: +2 A suit of armour made of mail. |
Inventory
![]() 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: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.6 steam per turn. Can be activated for an instant burst of 68 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.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 799 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 nature talent. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Mag / +2 Wil / +3 Cun / +1 Con Changes resistances: +6% fire Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Mental save: +0 (+0 eff.) Mindpower: +3 (+1 eff.) See invisible: +9 A cap made of leather. |
![]() Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +219 Damage (radius 2) on crit: +31 light / +13 fire When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 241 physical damage over 5 turns (1/turn) * Deals 96 light and fire damage to each enemy blocked Changes resistances: +13% light / +9% fire Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +5 (+1 eff.) Changes stats: +2 Str / +3 Dex Changes damage: +9% lightning / +6% physical Physical save: +12 (+2 eff.) Equilibrium when hit: +0.08 Only die when reaching: -80.00 life Mindpower: +10 (+3 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
powerful regeneration salve [power 719] powerful regeneration salve [power 719]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 230% efficiency and 69% cooldown modifier. It can be used to heal 719 over 5 turns Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 29] simple frost salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 230% efficiency and 69% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 354] simple healing salve [power 354]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 230% efficiency and 69% cooldown modifier. It can be used to heal 354 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered 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. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 62.5 - 75.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +32.0% Capacity: 23 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Madness the Ogre Annihilator level 10
2nd Flare 122nd year of Ascendancy at 13:29 see stats
By Madness the Ogre Annihilator level 20
25th Regrowth 123rd year of Ascendancy at 18:58 see stats
By Madness the Ogre Annihilator level 14
34th Haze 122nd year of Ascendancy at 02:52 see stats
By Madness the Ogre Annihilator level 20
25th Regrowth 123rd year of Ascendancy at 20:00 see stats
By Madness the Ogre Annihilator level 8
3rd Summertide 122nd year of Ascendancy at 00:14 see stats
By Madness the Ogre Annihilator level 11
5th Flare 122nd year of Ascendancy at 21:15 see stats
By Madness the Ogre Annihilator level 14
6th Dusk 122nd year of Ascendancy at 04:19 see stats
By Madness the Ogre Annihilator level 20
26th Regrowth 123rd year of Ascendancy at 23:52 see stats
By Madness the Ogre Annihilator level 15
40th Haze 122nd year of Ascendancy at 11:44 see stats
Log
Mecharachnid (servant of Madness) activates Through The Crowd.
Mecharachnid (servant of Madness) deactivates Mecharachnid Link.
Mecharachnid (servant of Madness) activates Mecharachnid Link.
Character control switched to Madness.
Madness uses Mecharachnid Chassis.
Mecharachnid (servant of Madness) mounts warbringer's voratun steamsaw (39.5-59.25 power, 25 apr) to its tail.
Mecharachnid chassis changed to: Assault
Character control switched to mecharachnid (servant of Madness).
Madness activates Chemical Grenade.
Madness deactivates Incendiary Grenade.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Bone Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Mecharachnid (servant of Madness) deactivates Through The Crowd.
Mecharachnid (servant of Madness) activates Through The Crowd.
Mecharachnid (servant of Madness) deactivates Mecharachnid Link.
Mecharachnid (servant of Madness) activates Mecharachnid Link.
Character control switched to Madness.
Mecharachnid (servant of Madness) deactivates Bone Shield.
Mecharachnid (servant of Madness) deactivates Mecharachnid Link.
Mecharachnid (servant of Madness) deactivates Through The Crowd.
Madness deactivates Miasma Engine.
Madness deactivates Exoskeleton.
Madness deactivates Dig.
Madness deactivates Through The Crowd.
Madness deactivates Rocket Pod.
Madness deactivates Chant of Fortitude.
Madness deactivates Chemical Grenade.
Madness deactivates Shockstaff.