Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Store Restocker 1.5.5Select 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. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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.
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Campaign | Infinite |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Gunslinger |
Level / Exp | 22 / 47% |
Size | medium |
Lifes / Deaths | Killed by Eilinuda the icy orc wyrmic at level 22 on the 8th Dusk 122nd year of Ascendancy at 16:06 5 / 1 |
Primary Stats
Strength | 44 (base 13) |
Dexterity | 57 (base 36) |
Constitution | 32 (base 21) |
Magic | 15 (base 10) |
Willpower | 16 (base 10) |
Cunning | 73.4 (base 51) |
Resources
Life | -46/592 |
Mana | 136/136 |
Steam | 88/100 |
Healing Factor | 1.1633663366336 |
Regeneration | 3.1992574257424 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 47 |
Accuracy | 48 |
Crit Chance | 32% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 48 |
Crit Chance | 32% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Light | +9% |
Fire | +16% |
Temporal | +4% |
Offense: Damage Penetration
Mind | +10% |
Physical | +11% |
Fire | +20% |
Light | +5% |
Defense: Base
Armour (hardiness) | 64.511077022655 (100%) |
Defense | 36 |
Ranged Defense | 40 |
Fatigue | 29 |
Physical Save | 48 |
Spell Save | 22 |
Mental Save | 42 |
Defense: Resistances
Lightning | + 41%( 70%) |
Fire | + 36%( 70%) |
Temporal | + 22%( 70%) |
Cold | + 18%( 70%) |
Physical | + 9%( 70%) |
Mind | + 6%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Stun Resistance | 60% |
Poison Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
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 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning 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 147% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity 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%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Agile Gunner |
talent | Automated Cloak Tessellation |
talent | Premonition |
talent | Chant of Fortress |
talent | Embedded Restoration Systems |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Reduces temporal damage received by 11%. Premonition Shield |
detrimental effect | The target is on fire, taking 44.30 fire damage per turn. Burning |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+11). Continuum Destabilization |
Quests
You successfully escorted the injured seer to the recall portal on level 8 of Infinite Dungeon. Escort: injured seer (level 8 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Infinite Dungeon. Escort: lost sun paladin (level 7 of Infinite Dungeon)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 15 of Infinite Dungeon. Escort: lost tinker (level 15 of Infinite Dungeon)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11)You completed the challenge and received: Random Artifact: Sulfurslice (104% power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 6)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 14)You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 4) | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Talent granted: +3 Moss Tread Stealth bonus: +6 Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 7% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (82 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (139 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 14/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | hateful pouch of steel shots of crippling (19/19, 119% power, 2 apr) hateful pouch of steel shots of crippling (19/19, 119% power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 119% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +9.5% Capacity: 19 On weapon crit: * cripple the target Damage (Ranged): +7 darkness Damage against: +5% Living When wielded/worn: Talent granted: +2 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +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. |
On head | Samunaridas (0 def, 11 armour) Samunaridas (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes stats: +8 Cun / +5 Con Changes resistances: +9% fire / +4% physical Changes resistances penetration: +10% mind Mental save: +12 (+4 eff.) Knockback immunity: +20% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
On hands | temporal rough leather gloves (0 def, 1 armour) temporal rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +7% temporal Changes damage: +4% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
On fingers | gladiator's copper ring of perseverance gladiator's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +4 Con Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
On fingers | opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
Around neck | restful copper amulet of cunning (+3) restful copper amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Life regen: +1.00 Amulets can have magical properties. |
In main hand | Dawnidol (Nightmares) Dawnidol (Nightmares) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon hit: * 40% chance to blind * splashes acid on your target dealing 70 damage and reducing their armor Travel speed: +600% Burst (radius 1) on hit: +2 nature Burst (radius 2) on crit: +4 light Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Changes resistances penetration: +5% light Changes damage: +9% light Light radius: +1 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Isebeth IsebethInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +9 Str / +4 Dex / +4 Wil / +4 Cun Physical save: +33 (+11 eff.) Spell save: +13 (+6 eff.) Mental save: +12 (+4 eff.) Life regen: +0.40 Maximum life: +50.00 A belt that goes around your waist. |
In off hand | Abyssdash (Madness) Abyssdash (Madness) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to inflict 15% damage reduction * splashes acid on your target dealing 60 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% fire Changes resistances penetration: +11% physical / +20% fire Changes damage: +6% fire Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +24% lightning / +15% cold / +0% nature Physical save: +10 (+3 eff.) Stun/Freeze immunity: +40% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | Turoyagarab (4 def, 26 armour) Turoyagarab (4 def, 26 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +26 Defense: +4 (+2 eff.) Fatigue: +23% Damage when hit (Melee): 30 physical Changes stats: +3 Mag Changes resistances: +15% lightning / +6% mind Grants telepathy: Dragon Mental save: +11 (+4 eff.) Infravision radius: +1 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. biting gale rune (45 cold damage; freeze 3 turns with power 20)biting gale rune (45 cold damage; freeze 3 turns with power 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 45.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (1203% regen over 10 turns; 60 instant mana)manasurge rune (1203% regen over 10 turns; 60 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1203% for 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 221 for 5 turns) shielding rune of the duelist (absorb 221 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 49) teleportation rune of the psychic (range 49)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Corrosive Shellschematic: Corrosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Incendiary Grooveschematic: Incendiary Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blindedge the stralite ring Blindedge the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +3 Cun / +5 Mag Changes resistances: +17% acid / +10% fire / +17% cold / +14% lightning Changes resistances penetration: +10% darkness Changes damage: +12% darkness Grants telepathy: Humanoid/Orc Infravision radius: +2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of vileness (Corpses) (115% power, 7 apr)arcing dwarven-steel dagger of vileness (Corpses) (115% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +10 blight / +7 lightning Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming stralite greatsword (Madness) (157% power, 3 apr)flaming stralite greatsword (Madness) (157% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious stralite greatsword of erosion (Madness) (160% power, 3 apr)insidious stralite greatsword of erosion (Madness) (160% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +33 insidious poison / +19 temporal / +14 nature Curse of Madness Massive two-handed swords. |
cured leather sling 'Manigas' (Madness) cured leather sling 'Manigas' (Madness)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +2 Mag Changes resistances penetration: +10% blight Changes damage: +3% mind Maximum vim: +20.00 Spell crit. chance: +1% Damage Shield penetration: +40% Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
gunslinger's steel steamgun of cunning (+3) (Madness) gunslinger's steel steamgun of cunning (+3) (Madness)Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +13% physical Changes damage: +9% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Duskfury (Nightmares) (133% power, 19 apr)Duskfury (Nightmares) (133% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 133% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +65 Damage (Melee): +13 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 16 temporal Changes stats: +5 Mag / +2 Wil / +7 Cun Changes resistances: +9% darkness / +13% temporal Grants telepathy: Dragon Demon/Major Demon/Minor Talent granted: +2 Block See invisible: +9 Curse of Nightmares 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! |
This item will automatically be transmogrified when you leave the level. Polath (Corpses) (141% power, 19 apr)Polath (Corpses) (141% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 141% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +70 On weapon hit: * 21% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 12 bleeding, 49% reduced healing Burst (radius 2) on crit: +4 mind Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 16 nature Changes stats: +2 Str / +3 Dex / +3 Mag / +6 Wil / +6 Cun / +2 Con Changes resistances: +15% blight / +18% nature / +3% acid Changes resistances penetration: +10% lightning Talent granted: +2 Block Mental save: +10 (+3 eff.) Maximum life: +57.00 Maximum hate: +4.00 Curse of Corpses 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! |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Fatigue: -4% Stealth bonus: +5 Maximum encumbrance: +23 A belt that goes around your waist. |
hardened leather belt 'Lisirin' hardened leather belt 'Lisirin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +11 Dex / +5 Mag / +5 Cun Changes resistances: +3% mind Changes resistances penetration: +10% mind Mental crit. chance: +8% See invisible: +9 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of life (3 def, 0 armour)mindwoven silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +10% blight Mental save: +19 (+6 eff.) Life regen: +1.50 Maximum life: +71.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of frost (+19%) (2 def, 0 armour)cashmere wizard hat of frost (+19%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% cold Changes damage: +13% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened leather cap of constitution (+4) (0 def, 3 armour)hardened leather cap of constitution (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's hardened leather cap of dexterity (+7) (0 def, 6 armour)miner's hardened leather cap of dexterity (+7) (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +7 Dex Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather cap of trickery (0 def, 3 armour)prismatic hardened leather cap of trickery (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Changes resistances: +14% light / +14% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat of darkness (+19%) (2 def, 0 armour)shielding cashmere wizard hat of darkness (+19%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +19% darkness Changes damage: +13% darkness Spell save: +9 (+4 eff.) A pointy cloth hat, very wizardly... |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Silareba the Spidercrypt Silareba the SpidercryptPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 nature / 20 fire Changes resistances: +8% blight / +7% fire / +8% darkness / +9% acid Changes damage: +12% nature Spellpower: +3 (+3 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 19 blight damage or heals 28 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Tulystir TulystirPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +8% blight / +7% fire / +16% darkness / +2% physical Changes damage: +8% light Damage affinity(heal): +5% light Physical save: +3 (+1 eff.) Disease immunity: +5% Silence immunity: +25% Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 14.01 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. bright alchemist's lamp of the sunbright alchemist's lamp of the sun Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 14.01 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent frost salve [power 14] potent frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 193] potent healing salve [power 193]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 193, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent pain suppressor salve [power 165] potent pain suppressor salve [power 165]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -165 life and reduces all damage by 16% for 5 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered 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), costing 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. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By BonedVagina the Skeleton Gunslinger level 21
6th Dusk 122nd year of Ascendancy at 15:04 see stats
By BonedVagina the Skeleton Gunslinger level 14
4th Flare 122nd year of Ascendancy at 11:38 see stats
By BonedVagina the Skeleton Gunslinger level 10
9th Mirth 122nd year of Ascendancy at 16:50 see stats
By BonedVagina the Skeleton Gunslinger level 20
3rd Dusk 122nd year of Ascendancy at 05:44 see stats
Log
Burning from Orc cryomancer hits BonedVagina for (29 resist armour), 0 fire (0 total damage).
BonedVagina uses Slip Away.
BonedVagina uses Saw Shell.
Target out of range. Hold to force your weapon to fire at targets beyond its range (7).
Eilinuda the icy orc wyrmic casts Repulsion Blast.
Eilinuda the icy orc wyrmic roars triumphantly.
Orc soldier resists the knockback!
BonedVagina resists the knockback!
Eilinuda the icy orc wyrmic hits Orc soldier for 158 physical damage.
Eilinuda the icy orc wyrmic hits Orc cryomancer for 179 physical damage.
Eilinuda the icy orc wyrmic hits BonedVagina for (35 resist armour), 130 physical (131 total damage).
BonedVagina's Saw Shell performs a ranged critical strike against Eilinuda the icy orc wyrmic!
Eilinuda the icy orc wyrmic starts to bleed.
Eilinuda the icy orc wyrmic shrugs off the effect 'Corrode'!
Eilinuda the icy orc wyrmic shrugs off the effect 'Cripple'!
Eilinuda the icy orc wyrmic is corroded.
Eilinuda the icy orc wyrmic is recovering from the damage!
BonedVagina's Saw Shell hits Eilinuda the icy orc wyrmic for 236 physical, 5 temporal, 6 darkness, 57 acid (306 total damage).
BonedVagina's Saw Shell hits Eilinuda the icy orc wyrmic for 204 physical, 5 temporal, 6 darkness, 1 nature, 65 acid (284 total damage).
Eilinuda the icy orc wyrmic receives 114 healing.
Bleeding from BonedVagina hits Eilinuda the icy orc wyrmic for 48 physical damage.
Burning from Orc cryomancer hits Orc soldier for 49 fire damage.
Eilinuda the icy orc wyrmic's Temporal Bolt hits Orc soldier for 150 temporal damage.
The protective shield of BonedVagina disappears.
BonedVagina has shook off the effects of their corrosion.
Burning from Orc cryomancer hits BonedVagina for (34 resist armour), 0 fire (0 total damage).
Eilinuda the icy orc wyrmic casts Time Skip.
BonedVagina casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!