














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Fortress Butler Custom Tile 1.7.0Modifies the chat dialog for the Fortress Shadow in the Sher'tul fortress, in particular the dialog stage for changing the Fortress Shadow's appearance, adding the option to choose any of the custom tiles available from the character creation dialog. Also papers over a bug in the existing male/female choices, so that the Fortress Shadow will continue to appear properly in the chat dialog with its appearance altered. NOTE: This class requires access to donator tiles, and thus requires the player to have donator status (including via purchasing the game through Steam). Frequently Asked Questions: Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! CN Showing Items Tier in Inventory 1.7.4This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 22 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Emelubeth the dredgling at level 22 on the 62nd Dusk 122nd year of Ascendancy at 22:58 / 1 |
Primary Stats
| Strength | 28 (base 14) |
| Dexterity | 68 (base 51) |
| Constitution | 20 (base 10) |
| Magic | 29 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 81.4 (base 40) |
Resources
| Life | -85/415 |
| Steam | 58/130 |
| Healing Factor | 1.1870588855782 |
| Regeneration | 5.0450002637073 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 63 |
| Crit Chance | 57% |
| APR | 3 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Light | +29% |
| Nature | +32% |
| Darkness | +14% |
| Arcane | +11% |
| Mind | +23% |
| All | +8% |
Offense: Damage Penetration
| Fire | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 38 (88.594633868923%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 25 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 14%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 46%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Strength 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 138% efficiency and cooldown mod of 84%. Its effects scale with your Magic 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 100% efficiency and cooldown mod of 100%. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 245 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
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 successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | 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 Horned Horror. * 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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bloated horror heart. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Eden's Guile (3 def, 2 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +4 Cun defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 61% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Erelysta the Pyrewhisper (17/17, 42-50 power, 3 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Master/Psionic Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +3 Critical Rate +11.0% Capacity 17 On-ranged-hit +8 temporal +10 physical +4 fire On-Hit, radius 1 +16 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 174 physical damage On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Gloompiercer the rough leather cap (0 def, 2 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +13 Cun +7 Str defense ------ Armor +2 Fatigue +1% Resistance +3% darkness Mind save +16 (+5 eff.) other ------- Light +3 A cap made of leather. |
| On hands | Steam Powered Gauntlets (0 def, 13 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +13 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | elm totem of healing 'Xulramina' [power 116] (2/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Resistance +3% acid +3% fire +3% nature +3% lightning Unlife -60.00 life Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats +8 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 10 light On-Ranged-Hit 14 light Damage +11% light Rings make your fingers look great! |
| On fingers | Mayyrialaith the Shadowmark0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +5 (+2 eff.) Damage +6% darkness Ignore resists +5% darkness defense ------ Fatigue -4% Resistance +3% lightning +6% darkness Life Regen +2.00 Stun Resist +24% other ------- Encumbrance +20 Rings make your fingers look great! |
| Around neck | Morningpulverizer0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% When Hit 2 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Fatigue -5% Resistance +3% lightning +3% darkness +3% mind +5% arcane Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
| In main hand | voratun steamgun 'Offalpyre' 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% On-ranged-hit +16 draining blight On Hit: * 20% chance to slow global speed by 54% * splashes acid on your target dealing 57 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +6 Cun offense ------ Physical Crit +11.0% Combat Speed +10% Damage +3% arcane +9% nature Accuracy +9 (+2 eff.) When Hit 2 nature defense ------ Resistance +6% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Ashresolve1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +10% fire Against +15% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. |
| In off hand | Boredir the iron shield (0 def, 4 armour, 10-13 power, 55 block)7.0 Encumbrance T1 shield armor [Rare] Nature When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +55 On Hit: * Deal physical damage equal to your armor (38) While equipped: defense ------ Armor +4 Fatigue +8% Resistance +6% light Mind save +9 (+3 eff.) Life +20.00 Stun Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Aeritta' (2 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +2 (+0 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +2 (+1 eff.) Fatigue -3% Resistance +3% light Unlife -20.00 life other ------- Stamina/turn +2.00 Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 17 armour) 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +17 Hardiness +50% Defense +10 (+4 eff.) Fatigue +4% Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the duelist (heal 181; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 765%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 765% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; light, physical, darkness, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 5 light, 3 physical, 5 darkness, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Blazebreaker0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Wil +2 Mag offense ------ Spell Crit +5% Critical power +15.00% Spellpower +4 (+2 eff.) Damage +5% darkness +14% temporal +5% light +6% physical defense ------ Resistance +3% fire Mind save +3 (+1 eff.) other ------- Psi when Hit +0.04 Max hate +4.00 Amulets make your neck look great! |
serendipitous steel amulet of willpower (+10)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck +4 Wil offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resist unseen 11% Amulets make your neck look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
savage's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Con offense ------ On-Hit 11 light On-Ranged-Hit 14 light Damage +10% light defense ------ Spell save +10 (+5 eff.) other ------- Max stamina +18.00 Rings make your fingers look great! |
plaguebringer's steel battleaxe of evisceration (24-37 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego++] Arcane/Master Weapon Damage 24.5 - 36.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 17 On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +7 (+2 eff.) defense ------ Disease Resist +17% Massive two-handed battleaxes. |
Hazewitch the iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +8 arcane On-Hit, radius 1 +20 cold On-crit, radius 2 +20 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: offense ------ Ignore resists +15% arcane Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.58 to 61.74 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Tinkerer's Twinblaster4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical Recursive +2 Uses 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. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Earthpeal the iron shield (15 def, 17 armour, 10-12 power, 63 block)7.0 Encumbrance T1 shield armor [Rare] Disrupt When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +63 On-hit +4 nature On-crit, radius 2 +8 nature While equipped: defense ------ Armor +17 Defense +15 (+5 eff.) Fatigue +8% Resistance +12% arcane Disease Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
Bethuwe the Growdeath (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Cun +3 Con offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +8% light +16% fire +6% darkness +7% nature defense ------ Resistance +3% cold +24% fire +3% nature +9% all Crit Resistance 15.00% Life Regen +2.00 Poison Resist +23% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +6 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Muckmarrow the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Damage +6% nature +3% acid defense ------ Armor +9 Fatigue +22% Resistance +14% acid +5% physical +6% lightning +5% fire +6% arcane +8% cold Spell save +10 (+5 eff.) Mind save +11 (+4 eff.) Disarm Resist +22% Stun Resist +23% Knockbk Resist +20% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
rough leather belt of the vagrant1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+1 eff.) defense ------ Mind save +6 (+2 eff.) A belt that goes around your waist. |
Abyssrot (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +9 (+4 eff.) On-Hit 12 arcane Damage +3% fire +5% arcane +9% darkness Ignore resists +25% fire On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Armor +2 Resistance +5% arcane +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Phoenixtorrent' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Spell Crit +8% Mind Crit +11% Critical power +8.00% Damage +18% mind +6% fire Ignore resists +10% darkness defense ------ Armor +2 Fatigue +3% Resistance +9% mind +9% fire 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. |
linen wizard hat 'Tidemire' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +15% lightning +15% cold +12% mind Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +7% temporal A pointy cloth hat, very wizardly... |
Strikewill (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +3 Con offense ------ Mind Crit +1% Damage +12% lightning Ignore resists +10% mind defense ------ Armor +3 Fatigue +5% Resistance +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
ethereal brass lantern1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +7 (+3 eff.) other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple air recycler0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 145] simple healing salve [power 145]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 145 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 164] potent pain suppressor salve [power 164]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -164 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
Adutha the iron pickaxe (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Physical Crit +1.0% Physical Power +15 (+5 eff.) Damage +6% nature Accuracy +15 (+4 eff.) defense ------ Defense +15 (+5 eff.) Resistance +11% nature +5% arcane While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Arath the ash totem of thorny skin [power 25] (2/20 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Con offense ------ Ignore Armor +3 defense ------ Unlife -40.00 life Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to heal for 44. 100% to increase all damage penetration by 10% for 2 turns. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nnand the Cornac Annihilator level 18
44th Dusk 122nd year of Ascendancy at 04:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nnand the Cornac Annihilator level 10
10th Mirth 122nd year of Ascendancy at 18:33 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nnand the Cornac Annihilator level 20
59th Dusk 122nd year of Ascendancy at 02:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nnand the Cornac Annihilator level 8
6th Mirth 122nd year of Ascendancy at 03:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nnand the Cornac Annihilator level 15
11st Dusk 122nd year of Ascendancy at 04:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nnand the Cornac Annihilator level 16
33rd Dusk 122nd year of Ascendancy at 09:17 see stats
Log
Nnand resists!
Guardian turret uses Gauss Cannon.
Guardian turret uses Gauss Cannon.
Melee retaliation hits Iceblock for 2 nature, 2 light, 2 nature, 12 nature, 2 nature, 2 light, 2 nature, 12 nature (31 total damage).
Elybrerin the rattlesnake hits Guardian turret for 114 cold, 5 acid, 115 cold, 5 acid (239 total damage).
Elybrerin the rattlesnake hits Nnand for (41 reactive armor), (0 exoskeleton), 62 cold, (3 to ice), (0 exoskeleton), 3 acid, (64 to ice), (0 exoskeleton), 79 cold, (3 to ice), (0 exoskeleton), 3 acid (147 total damage).
Elybrerin the rattlesnake hits Guardian turret for (23 shared), (1 shared), (17 shared), (1 shared), (25 shared), (1 shared), (25 shared), (1 shared) (94 total damage).
Nnand's Reactive Armor performs a ranged critical strike against Nnand!
Nnand resists the knockback!
Nnand's Reactive Armor hits Iceblock for 25 physical, 5 physical, 8 light, 8 blight, 4 temporal, 2 fire, 32 acid, 80 physical (161 total damage).
Stone golem uses Unstoppable.
Nnand is not stunned anymore.
Nnand uses a frost salve.
Nnand wears (replacing Arath the ash totem of thorny skin [power 25] (3/20 cooldown)): elm totem of healing 'Xulramina' [power 116] (15 cooldown).
Emelubeth the dredgling casts Manathrust.
Emelubeth the dredgling hits Nnand for (72 to ice), (0 exoskeleton), 89 arcane (89 total damage).
Emelubeth the dredgling hits Guardian turret for 213 arcane, (19 shared) (232 total damage).
Emelubeth the dredgling stops burning.
Emelubeth the dredgling killed Guardian turret!
Poison from Nnand hits Iceblock for 9 nature damage.
Emelubeth the dredgling's cleansing fire area effect hits Nnand for (14 to ice), (0 exoskeleton), 17 fire (17 total damage).
Emelubeth the dredgling's cleansing fire area effect hits Guardian turret for (4 shared) damage.
Elybrerin the rattlesnake summons a Ritch Flamespitter!
Emelubeth the dredgling's cleansing fire area effect killed Guardian turret!
Burning from Emelubeth the dredgling hits Nnand for (29 to ice), (0 exoskeleton), 36 fire (36 total damage).
Burning from Emelubeth the dredgling hits Guardian turret for (8 shared) damage.
Something receives 19 healing from Elybrerin the rattlesnake.
Elybrerin the rattlesnake receives 19 healing.
Nnand the level 22 cornac annihilator was blazed to death by Emelubeth the dredgling on level 4 of The Maze.





































































































