













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This 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 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.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Wild Sacrifice 1.7.0Modifies the Font of Sacrifice from the Forbidden Cults DLC (required), giving it the extra ability to modify wild infusions in the player's inventory. Wild infusions that remove a single type of effect can be changed to another type for 500 gold, or have a second type added for 1000 gold; wild infusions that remove two types of effects can have one of them changed for 500 gold. 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. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This 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 1.7.4Official 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:
Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Gunslinger |
Level / Exp | 31 / 52% |
Size | small |
Lifes / Deaths | Killed by Xerussra the cold drake hatchling at level 27 on the 38th Regrowth 123rd year of Ascendancy at 04:53 / 3Killed by Ivynn the cold drake at level 31 on the 80th Regrowth 123rd year of Ascendancy at 13:10 Killed by Grand Corruptor at level 31 on the 18th Pyre 123rd year of Ascendancy at 06:39 |
Primary Stats
Strength | 28 (base 14) |
Dexterity | 106 (base 60) |
Constitution | 26 (base 12) |
Magic | 22 (base 10) |
Willpower | 14 (base 10) |
Cunning | 98 (base 59) |
Resources
Life | -385/603 |
Steam | 56/106 |
Healing Factor | 1.2269893958276 |
Regeneration | 28.745530075296 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +21% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 82 |
Accuracy | 81 |
Crit Chance | 49% |
APR | 8 |
Speed | 1.50 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Light | +10% |
Temporal | +7% |
Physical | +28% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Acid | +25% |
Temporal | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (38.594633868923%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 15 |
Mental Save | 41 |
Defense: Resistances
Acid | + 22%( 70%) |
Physical | + 27%( 70%) |
Cold | + 11%( 70%) |
All | + 9%( 70%) |
Darkness | + 11%( 70%) |
Light | + 22%( 70%) |
Lightning | + 30%( 70%) |
Fire | + 38%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 90% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 74 steam. 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 181% efficiency and cooldown mod of 53%. 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 161% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 183. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. * You've found the needed ice ant stinger. 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: * You've found the needed xorn fragment. * You've found the needed vial of elder vampire blood. * You've found the needed honey tree root. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Crit.mult +20.00% Res.pen +10% physical Apr +2 ----- def ----- Armour +7 Resists +9% acid +1% physical ---------- misc Infravis +1 A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 shot ammo [Random Unique] Master/Psionic Power 52.0 - 62.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +12.5% Capacity 62 On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 50% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% physical ----- def ----- Defense +10 (+3 eff.) Resists +3% darkness Mind.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Equi/ret +0.12 Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +12 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +3% cold Crit.chn- 15.00% Mind.save +15 (+5 eff.) HP.reg +4.00 Heal.mod +5% A hat made of leather. Very stylish. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- Phys.pwr +20 (+6 eff.) Acc +25 (+5 eff.) ----- def ----- Phys.save +9 (+4 eff.) Sting an enemy dealing 272 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +6 Mag +6 Cun dps ---------- Phys.crit +2.0% Spell.pwr +10 (+5 eff.) Res.pen +5% acid Acc +15 (+3 eff.) ----- def ----- Phys.save +10 (+5 eff.) HP.reg +10.00 Stun/Frz- +88% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +8 Dex dps ---------- Mov.spd +11% Acc +16 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +7 Lck dps ---------- Crit.mult +10.00% Dmg.mod +12% physical Res.pen +20% acid Apr +1 ----- def ----- Stealth +8 ---------- misc T.Disarm +13 Stam/turn +1.00 Infravis +5 A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +25 Atk.spd 67% Dmg.mult 250% Range +10 Proj.spd +600% On Hit.r1 +80 20% chance of physical repulsion Shots beam through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. This item has been sent to the Item's Vault. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +6% acid +9% fire Disarm- +90% Pinning- +10% Stun/Frz- +10% ---------- misc Talents +4 Iron Grip 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. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +10% light +10% physical Res.pen +6% temporal +5% physical ----- def ----- Resists +15% light +9% all Anom.red +8 HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +10% physical Melee Ret 8 acid On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Defense +13 (+3 eff.) Resists +24% lightning Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +5 Cun +6 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.14 Max.mana +26.00 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (126). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Arcane Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +7.5% Atk.spd 100% Phasing +24% Melee+ +28 cold On Crit.r2 +8 arcane While equipped: Stats +1 Dex +10 Mag +13 Wil +5 Cun dps ---------- Spell.pwr +13 (+6 eff.) ----- def ----- Crit.chn- 10.00% Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +20 blight While equipped: dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +16 (+4 eff.) Resists +3% acid +6% fire +12% mind Die.at -80.00 life Disease- +20% Disarm- +51% Stun/Frz- +20% Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Nature/Disrupt Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +61 lightning +55 cold While equipped: Stats +2 Wil dps ---------- Mov.spd +99% Dmg.mod +3% mind Res.pen +43% lightning +44% cold +15% mind ----- def ----- Resists +16% acid +3% temporal +16% lightning +13% fire +17% cold +9% all Spell.save +19 (+12 eff.) Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.04 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +13 Dex +9 Mag +9 Wil +5 Cun +6 Con dps ---------- Phys.crit +12.0% Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Nature/Master Power 56.5 - 90.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +20 fire While equipped: dps ---------- All.spd +5% Res.pen +23% fire Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +11 Con +12 Wil dps ---------- Phys.crit +5.0% Acc +11 (+3 eff.) ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
![]() 5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +16 (+8 eff.) Dmg.mod +10% lightning Phasing +12% ----- def ----- Defense +10 (+3 eff.) Shield.pwr +5% ---------- misc Mana/turn +0.17 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 staff 1H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +15 (+7 eff.) S.pwr/crit +7 Melee+ 17 fire Dmg.mod +15% fire ---------- misc See.Invis +6 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 21.79 to 26.15 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +13 draining blight Uses 2.0 Steam While equipped: Stats +6 Str dps ---------- Phys.pwr +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Melee+ +14 blight On Crit.r2 +12 physical On Hit: 20% Epidemic 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 15 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Apr +2 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +3% physical Disease- +22% ---------- misc Talents +2 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! |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% mind +18% fire Res.pen +20% fire Melee Ret 8 acid 4 fire ----- def ----- Defense +2 (+1 eff.) Resists +12% mind Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +18% mind ----- def ----- Resists +18% mind +13% all Mind.save +23 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature +18% acid ----- def ----- Resists +27% acid +13% all Poison- +32% Disease- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +6% Pinning- +600% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 10.97 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 58.48 lightning and 74.86 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! This item has been sent to the Item's Vault. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Mag +3 Wil dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 5 acid 9 fire 6 cold 9 lightning ----- def ----- Armour +3 Fatigue +5% 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. |
![]() 2.0 T5 head armor Reqs Level 35 [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. This item has been sent to the Item's Vault. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. This item has been sent to the Item's Vault. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Cun +6 Dex dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +10% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee Ret 6 arcane ----- def ----- Armour +8 Defense +28 (+7 eff.) Fatigue +12% Resists +6% acid +13% light +19% darkness Phys.save +6 (+3 eff.) Mind.save +12 (+4 eff.) Max.HP +100.00 Knockbk- +20% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +12% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +5% cold Max.HP +38.00 HP.reg +3.00 Heal.mod +12% ---------- misc Breathe water A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 9 acid Melee Ret 13 acid On Melee Ret: * 15% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +8% Resists +17% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
powerful frost salve [power 28] powerful frost salve [power 28]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 63% cooldown modifier. Remove 2 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 386] powerful healing salve [power 386]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 63% cooldown modifier. Heal 386 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 334] powerful pain suppressor salve [power 334]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 63% cooldown modifier. Let you fight up to -334 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful regeneration salve [power 482] powerful regeneration salve [power 482]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 63% cooldown modifier. Heal 482 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 28] powerful water salve [power 28]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 161% efficiency and 63% cooldown modifier. Remove 2 mental effects and grants a water aura (28% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 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. |
![]() 3.0 T4 shot ammo [Ego+] Psionic Power 47.0 - 56.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +24 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% lightning Melee Ret 6 lightning ----- def ----- Armour +2 Resists +15% temporal +6% fire Die.at -40.00 life HP.reg +4.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
Achievements
By Onwn the Halfling Gunslinger level 21
3rd Allure 123rd year of Ascendancy at 14:40 see stats
By Onwn the Halfling Gunslinger level 26
36th Regrowth 123rd year of Ascendancy at 22:52 see stats
By Onwn the Halfling Gunslinger level 22
25th Regrowth 123rd year of Ascendancy at 08:31 see stats
By Onwn the Halfling Gunslinger level 28
58th Regrowth 123rd year of Ascendancy at 22:57 see stats
By Onwn the Halfling Gunslinger level 30
79th Regrowth 123rd year of Ascendancy at 11:17 see stats
By Onwn the Halfling Gunslinger level 25
30th Regrowth 123rd year of Ascendancy at 23:53 see stats
By Onwn the Halfling Gunslinger level 10
29th Haze 122nd year of Ascendancy at 05:32 see stats
By Onwn the Halfling Gunslinger level 20
1st Wintertide 123rd year of Ascendancy at 01:57 see stats
By Onwn the Halfling Gunslinger level 30
68th Regrowth 123rd year of Ascendancy at 16:12 see stats
By Onwn the Halfling Gunslinger level 21
2nd Regrowth 123rd year of Ascendancy at 19:52 see stats
By Onwn the Halfling Gunslinger level 26
37th Regrowth 123rd year of Ascendancy at 18:49 see stats
By Onwn the Halfling Gunslinger level 19
1st Wintertide 123rd year of Ascendancy at 00:30 see stats
By Onwn the Halfling Gunslinger level 30
79th Regrowth 123rd year of Ascendancy at 14:04 see stats
By Onwn the Halfling Gunslinger level 9
21st Haze 122nd year of Ascendancy at 22:12 see stats
By Onwn the Halfling Gunslinger level 22
20th Regrowth 123rd year of Ascendancy at 03:36 see stats
By Onwn the Halfling Gunslinger level 5
7th Dusk 122nd year of Ascendancy at 02:25 see stats
By Onwn the Halfling Gunslinger level 22
19th Regrowth 123rd year of Ascendancy at 15:39 see stats
By Onwn the Halfling Gunslinger level 23
26th Regrowth 123rd year of Ascendancy at 08:24 see stats
By Onwn the Halfling Gunslinger level 16
69th Haze 122nd year of Ascendancy at 06:56 see stats
By Onwn the Halfling Gunslinger level 27
38th Regrowth 123rd year of Ascendancy at 04:53 see stats
Log
Onwn picks up (h.): Ce'Niwe (42-63 power, 2 apr).
Onwn picks up (y.): dwarven-steel mail armour 'Daimyrabar' (28 def, 8 armour).
Grand Corruptor casts Wraithform.
Grand Corruptor turns into a wraith.
Grand Corruptor casts Blood Lock.
Ran for 3 turns (stop reason: detrimental status effect).
Onwn is blood locked.
Grand Corruptor casts Timeless.
Grand Corruptor casts Blood Spray.
Onwn is afflicted by a decrepitude disease!
Onwn tries to evade attacks.
Onwn resists the disease!
Grand Corruptor's spell attains critical power!
Onwn is recovering from the damage!
Grand Corruptor hits Onwn for (35 flat reduction), 284 blight (285 total damage).
Bone Spike hits Onwn for (35 flat reduction), 60 physical (60 total damage).
Decrepitude Disease from Grand Corruptor hits Onwn for (35 flat reduction), 40 blight (41 total damage).
Onwn uses Percussive Bullets.
Onwn tweaks some of her bullets.
Onwn uses Luck of the Little Folk.
Onwn seems more aware.
Onwn weaves her cloak!
Onwn's tinker attains critical power!
Onwn is free from the decrepitude disease.
Onwn slows down.
Something hits Onwn for (35 flat reduction), 656 blight (656 total damage).
Onwn the level 31 skeleton gunslinger was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
Onwn deactivates her cloak's restoration systems.