Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. 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:
Mentalist class 1.5.5Adds the mentalist class. Mentalists are psionics that specialize in manipulating the mind of their foes. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Harbinger 1.5.5 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Forbidden Cults 1.5.9Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Schrödinger's Lore 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. NOTE: This addon is officially deprecated in favor of Schrödinger's Lore (Mark 2). Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This 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 Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 QuickTome: Arena Skip 1.3.1 Select your Escorts 1.5.10Allows 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. Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Bladebender 1.5.6 Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new 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:
Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Steam Witch |
Level / Exp | 16 / 97% |
Size | medium |
Lifes / Deaths | Killed by assassin at level 7 on the 2nd Mirth 122nd year of Ascendancy at 17:11 3 / 2Killed by Porenne the minotaur at level 16 on the 12nd Dusk 122nd year of Ascendancy at 13:59 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 13 (base 11) |
Constitution | 10 (base 10) |
Magic | 32 (base 32) |
Willpower | 14 (base 11) |
Cunning | 43 (base 43) |
Resources
Life | 331/331 |
Positive | 95/95 |
Paradox | 320 |
Steam | 100/100 |
Healing Factor | 1.4 |
Regeneration | 1.89 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 17.679301353818 |
See Invisible | 17.679301353818 |
Offense: Mainhand
Damage | 25 |
Accuracy | 48 |
Crit Chance | 14% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 48 |
Crit Chance | 10% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
Acid | +12% |
Fire | +3% |
Light | +10% |
Offense: Damage Penetration
Acid | +10% |
Temporal | +20% |
Fire | +35% |
Physical | +5% |
Mind | +20% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 8 (50%) |
Defense | 7 |
Ranged Defense | 10 |
Fatigue | 3 |
Physical Save | 8 |
Spell Save | 26 |
Mental Save | 21 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 58%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 42%( 70%) |
All | 0%( 70%) |
Lightning | + 9%( 70%) |
Light | + 30%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 6%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 15% |
Poison Resistance | 41% |
Blind Resistance | 46% |
Inscriptions (3/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 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 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Timegear | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Witch Brews | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Mystic Birthright | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Timegun Training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Witch Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fate Manipulation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Time and Space | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Clockwork Menagerie | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 |
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 Possessed. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * '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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. 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 ice ant stinger. * You've found the needed skeleton mage skull. | active |
Equipment
On feet | Huratogorn the Filthravager (3 def, 1 armour) Huratogorn the Filthravager (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +1% Resists +3% nature +9% lightning A pair of boots made of leather. |
Quiver | pouch of iron shots (22/22, 15.5-18.6 power, 1 apr) pouch of iron shots (22/22, 15.5-18.6 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 70% Mag, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Duvokor (1 def, 0 armour) Duvokor (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% acid +20% mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +1 (+1 eff.) Resists +30% acid +6% mind A pointy cloth hat, very wizardly... |
On hands | Beteriamina the rough leather gloves (0 def, 1 armour) Beteriamina the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +1 Resists +3% nature +3% acid Mind.save +3 (+1 eff.) HP.reg +1.10 Blind- +20% Poison- +15% Disarm- +5% ---------- misc Stam/turn +0.60 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Goridur the iron pickaxe (dig speed 19 turns) Goridur the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +5% physical ----- def ----- Armour +2 Resists +9% blight +6% fire +6% darkness ---------- misc Stam/turn +0.40 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of frost (+22%) copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
Around neck | copper amulet 'Chalemas' copper amulet 'Chalemas'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) Disarm- +10% Stun/Frz- +20% Amulets can have magical properties. |
In main hand | Flashpoint Flashpoint 4.0 T1 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag, 0% Cun Mastery Timegun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% On Hit: * splashes acid on your target dealing 18 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Fatigue -8% Resists +20% blight +20% cold +20% nature Heal.mod +30% ---------- misc Max.enc +20 A belt rumoured to have been worn by the Conclave healers. |
In off hand | Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Mag Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Cloak | Kilnpain (1 def, 0 armour) Kilnpain (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +25% fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% blight Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour 'Heatshaper' (1 def, 4 armour) rough leather armour 'Heatshaper' (1 def, 4 armour) 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Res.pen +10% fire +20% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Hardiness +20% Defense +1 (+1 eff.) Fatigue +10% Resists +15% acid A suit of armour made of leather. |
Inventory
steam generator implant of the wizard (steam 6) steam generator implant of the wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 6) steam generator implant of the wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50) healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
magic missile rune of the warrior (91 arcane damage) magic missile rune of the warrior (91 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 91 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper amulet of willpower (+2) copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets can have magical properties. |
rogue's copper ring of blight (+10%) rogue's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% blight ----- def ----- Defense +4 (+4 eff.) Resists +10% blight Rings can have magical properties. |
acidic steel battleaxe of daylight (21.5-32.25 power, 2 apr) acidic steel battleaxe of daylight (21.5-32.25 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 21.5 - 32.3 Physical Uses 120% Cun, 0% Mag Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 acid +7 light Against +13% Undead On Crit: * splashes the target with acid Massive two-handed battleaxes. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 45% Cun, 45% Mag Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
insidious steel mace (11-15.4 power, 3 apr) insidious steel mace (11-15.4 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Nature Power 11.0 - 15.4 Physical Uses 100% Cun, 0% Mag Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 insidious poison Blunt and deadly. |
manaburning vined mindstar of resolve (5.5-6.05 power, 18 apr, nature damage) manaburning vined mindstar of resolve (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Disrupt/Psionic Power 5.5 - 6.1 Nature Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 10 arcane resource burn While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +2% arcane Phys.save +3 (+3 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Balikan (22-26.4 power, 4 apr, lightning element) Balikan (22-26.4 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 22.0 - 26.4 Physical Uses 80% Mag, 0% Cun Acc+ +2.5% procs dam / acc Apr +4 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning Acc +10 (+3 eff.) ----- def ----- Resists +2% physical +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (15-18 power, 3 apr, cold element) ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag, 0% Cun Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff (15-18 power, 3 apr, temporal element) cruel ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag, 0% Cun Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel steamsaw (14-21 power, 8 apr) balanced steel steamsaw (14-21 power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Ego] Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Cun, 0% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +11 (+11 eff.) Fatigue +6% Disarm- +24% ---------- misc Talents +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! |
balanced iron waraxe (11-15.4 power, 2 apr) balanced iron waraxe (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 11.0 - 15.4 Physical Uses 100% Cun, 0% Mag Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% One-handed war axes. |
dwarven-steel waraxe 'Aeryma' (17.5-24.5 power, 7 apr) dwarven-steel waraxe 'Aeryma' (17.5-24.5 power, 7 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 17.5 - 24.5 Physical Uses 100% Cun, 0% Mag Acc+ +0.2% crit / acc Apr +7 Crit +4.5% Atk.spd 100% Melee+ +8 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Heal.mod +15% ---------- misc Stam/turn +0.80 One-handed war axes. |
Stargrinder (1 def, 0 armour) Stargrinder (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +9% acid Res.pen +10% light On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of lightning (+15%) (0 def, 0 armour) woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Str 16 Heavy Armour Training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+12 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
insulating rough leather cap of constitution (+2) (0 def, 1 armour) insulating rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
rough leather hat (0 def, 1 armour) rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
cured leather armour (2 def, 4 armour) cured leather armour (2 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
quiver of elm arrows of erosion (19/19, 14.5-20.3 power, 5 apr) quiver of elm arrows of erosion (19/19, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 14.5 - 20.3 Physical Uses 50% Cun, 70% Mag Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 19 Ranged+ +11 nature +9 temporal Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.0 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. |
55 alchemist agate 55 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 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. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Oozeonslaught' brass lantern 'Oozeonslaught'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +15% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +12% nature +3% temporal Max.HP +40.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 138] simple healing salve [power 138]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 138 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 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. |
iron armour reinforcement iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
ash totem of cure ailments [power 2] (10 cooldown) ash totem of cure ailments [power 2] (10 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Cleansevortex' [power 15] (20 cooldown) elm totem of thorny skin 'Cleansevortex' [power 15] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +15% fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +15% nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Marisa the Cornac Steam Witch level 10
7th Mirth 122nd year of Ascendancy at 04:13 see stats
By Marisa the Cornac Steam Witch level 13
7th Flare 122nd year of Ascendancy at 04:13 see stats
By Marisa the Cornac Steam Witch level 16
12nd Dusk 122nd year of Ascendancy at 05:00 see stats
Log
Marisa casts Patchwork.
Marisa is being patched up.
Porenne the minotaur casts Virulent Disease.
Marisa shrugs off the effect 'Weakness Disease'!
Porenne the minotaur performs a melee critical strike against Marisa!
Porenne the minotaur hits Marisa for 90 physical, 1 nature, 35 physical (127 total damage).
Clockwork cat hits Porenne the minotaur for 32 physical damage.
Insidious Poison from Porenne the minotaur hits Marisa for 24 nature damage.
Porenne the minotaur casts Rend.
Marisa starts to bleed.
Porenne the minotaur starts to bleed.
Porenne the minotaur hits Clockwork cat for 87 blight, 2 nature, 56 blight (144 total damage).
Porenne the minotaur hits Marisa for 95 physical, 1 nature, 62 physical (159 total damage).
Clockwork cat hits Porenne the minotaur for 47 physical, 47 physical (94 total damage).
Timefire from Marisa hits Porenne the minotaur for 11 fire, 11 temporal (22 total damage).
Marisa the level 16 cornac steam witch was skewered to death by Porenne the minotaur on level 2 of The Maze.
You have 3 life(s) left.
Marisa deactivates Touch of Clotho.
Marisa's timeline normalizes.
Marisa's timeline normalizes.
Marisa is no longer being patched.
Marisa deactivates Chant of Fortitude.
Marisa is no longer poisoned.
Marisa stops bleeding.
Marisa deactivates Vintage of Violence.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Porenne the minotaur killed Marisa!
Saving done.